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Warscale - Basic summoning (w/Screenshots)

by Guimo · 05/04/2008 (10:47 pm) · 4 comments

Hi everybody!
This was a very short week for me. The main problem is that I need to take a test for my driving license here in Australia. The main problem is that in my home country (Peru) all the traffic goes on the right hand but here all the traffic goes on the left hand and that really drives me crazy. I had to take some time and study. My test is tomorrow so I hope everything goes fine.

I was unable to code anything since Friday afternoon so basically my week ended on Friday morning. Considering that during weekdays I only code 1:30 hours or less each day (the time it takes to go to work and back to my home in the train), that means I got about 6 hours work. Fortunately some of the code was already there so I only had to debug it.

My tasks for the week was:
a. Summon creatures (client)
75% complete. The client selects the summon command and the client highlights the units that can be summoned then requests the client to select one. The client also has a mechanic which allows for target selection in case the unit create summon effects. The client passes the command to the server and the server validates the move for any hacking attempt. If the action is successful it passes she command to all the clients for execution.

Tasks not considered but currently in progress:
a. AI player actions
It was completely out of my considerations to start programming the AI movement, but I had to do it anyway so any time is good to start. The problem is that Im not really sure which kind of approach to take in this game. Initially I thought that summoning would be easy but it turns that it is fairly complex. So after trying some approaches, I decided that each unit should be able to analyze its environment and decide its actions. Basically each unit tests the opponent power level based on a situation (attack, defense, summon) and may act based on that. I still need some information about how to handle power zones in the game. In any case this is a major problem in the game and I pretend to make it a priority.

Screenshots!
This week I bring you a couple of shots.

This screenshot shows the game marking the units available to invoke.
www.spritekin.com/warscale/wsascreen4a.jpg
This shot shows some units summoned on the game board.
www.spritekin.com/warscale/wsascreen4b.jpg
As you can see the board seems a little crowded. Im thinking about expanding the game area in 50% more space. I guess that should be enough for most purposes.

So the plan for this week:
a. Give my Driving Knowledge Test
Yes, this is what I need as my first step before buying one of these:
http://www.peugeot.com.au/PEUGEOT/AU/me.get?site.sectionshow&FFFF2359
http://www.honda.com.au/wps/wcm/connect/Honda.com.au/Home/Showroom/Accord/

I guess the Ferrari will have to wait until Warscale launcles and I become rich and famous :)


b. AI!
AI was not a part of the original Warscale, but now it has become an integral part of my architecture. Maybe it wont be the best AI but I guess It can be improved on time. I want to build a scalable architecture to handle the unit decisions. This will be a coding only task so I cant promise any new screenshot next week but I hope to.

Luck with your projects!
Guimo

Update: I passed my Driving Knowledge Test and got my Learner license. At least they told me they can validate my Peruvian Driving License so once I take my Driving Test I can get the P2 License thus saving me at least 18 months of the time required to get the full license.

#1
05/04/2008 (11:00 pm)
The progress looks good... the only thing that bugs me about it is that the grid doesn't seem to contrast with the ground enough... perhaps that's the look you are going for, then in that case, nevermind =)
#2
05/05/2008 (12:10 am)
Hi Brian,

Thanks for your comment. All artwork is temporal. I'm no artist so expect all the interfase and other textures (like the ground grid) to change. In the future I want to ask for some real artist help (paid of course). Meanwhile Im using a placeholder but I will adjust the alpha level so it stands out more clearly.

Luck!
Guimo
#3
05/05/2008 (2:49 pm)
This game is going to be awesome.
#4
05/07/2008 (6:41 pm)
Looks pretty cool, I've always liked grid combat games. The way the map grid dips into the water taking up gamespace brings back those old days playing board games like that.