the junk yard

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wanzer
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Re: the junk yard

Post by wanzer » 2019-06-11, 11:20

ok I dove into godot
and
it looks like a promising and free development tool

it has a easy to learn programming code
it supports bones animations imported from blender

i have been coding a number of tests
like camera move, draw lines on the screen as a overlay
get 3D to 2D coordinates for selection of multiple units
ray casting for single unit selection

so il be moving on to making a test map
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Re: the junk yard

Post by wanzer » 2019-06-15, 09:18

about the strategy mechanics

when you capture a flag
you get factories and a manufacture speed
so the more flags you have the more you produce and faster

this seems a bit .. OP

it be a question of who owns most flags that wins the game

what if it be changed?

build speed = (number of captured territories) / (number of owned factories x 0.7)

so when you cap a territory without a factory your manufacture speed increases
but when that flag holds factories it decreases the build speed

any ideas?
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Re: the junk yard

Post by wanzer » 2019-06-20, 00:58

I cant find a active address of any of the original staff to let them know what im doing
I have been on and off this project for nearly 2 years now?
I don't think anyone is really paying attention anymore :(
...

"the crusade marches on" o/ >.<
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Re: the junk yard

Post by wanzer » 2019-06-24, 09:09

I did a test to make a scaling selection bracket
and it works
that means objects that are further away from the camera will have a smaller bracket then the ones closer

I also imported the first bones animated test object
witch is a cube that bends and twists
very spectacular \o/

oh yea and im able to start animation by script

now you might wonder why stuff like AI and path finding hasn't been a topic yet
cause those are not as difficult as one might think
path finding is a grid of nodes that are referring to each other
getting from one point to another is like starting a spreading infection where each infected node cant be infected again and back tracing the origin once the target is hit

as for the AI
that be a script that matches each unit to the closest flag once assigned it will get on the flag covered list and it gets removed from the available unit list till it captures the flag and becomes available again
on death a unit will tell the AI that the flag is no longer covered and the AI has to seek a new available unit

so to sum it up
all the AI needs to know is if a un captured flag is covered
and if not, seek a available unit to cover it
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