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Orcs vs. Martians progress - part 2 (lots of images)

by Geom · 06/15/2009 (7:37 pm) · 10 comments

Here's part two of progress on Orcs vs. Martians.

By the way, OVM is implemented on a hybrid TGE 1.3 / 1.5.2 codebase. Are we old-school or what. OVM doesn't even use TLK / TLS (yet).

Anyway, on to the update.


Doodads


Orcs vs. Martians now places decorative objects around the map to add ambiance and art appeal. They don't affect gameplay other than being obstacles. Starcraft called these things "doodads", so I've been calling them the same.

The random map generator places doodads partly randomly, and partly algorithmically. For example it makes freestanding pillars tend to be placed in rows, to give the impression they used to be part of a structure. I also decided to allow placement of doodads in un-reachable parts of the map, like in deep water and on steep slopes. I think it creates an impression that the doodads are very old--as though the water table has changed, or the terrain has shifted, since the time the doodads were created by some long-gone civilization.

I really like the atmosphere that doodads add.

redbrickgames.com/pix/09/0615/dd569-1.jpgredbrickgames.com/pix/09/0615/dd571-1.jpgredbrickgames.com/pix/09/0615/dd572-2.jpgredbrickgames.com/pix/09/0615/dd573-5.jpgredbrickgames.com/pix/09/0615/dd573-7.jpgredbrickgames.com/pix/09/0615/dd573-13.jpgredbrickgames.com/pix/09/0615/dd574-13.jpgredbrickgames.com/pix/09/0615/dd577-1.jpgredbrickgames.com/pix/09/0615/dd578-2.jpg

Dust & Debris


There's now a bit more dust & debris in the game, especially once battles start. If hit hard enough, buildings sway and jostle a bit, emitting dust from their foundations. Bits of stone and lumber break off and fall to the ground. When a unit dies, the falling corpse usually causes a dust puff upon impact with the terrain; or if falling in water, a splash. Units, especially large ones, tend to kick up dust as they run down roads.

The falling debris from buildings doesn't look that great yet, but once the code is finished I can concentrate on making it have a better range of sizes, better textures, etc.

redbrickgames.com/pix/09/0615/dust545-7.jpgredbrickgames.com/pix/09/0615/dust568-3.jpgredbrickgames.com/pix/09/0615/dust568-4.jpgredbrickgames.com/pix/09/0615/dust574-6.jpgredbrickgames.com/pix/09/0615/dust574-7.jpg

Muzzle Flashes


Martian laser rifles now emit small muzzle flashes when fired, human towers emit a little dust puff when shooting arrows, and martian towers emit a few glowing embers when firing their bigger lasers.

As usual its all work-in-progress, so the muzzle flashes aren't yet quite lined up with the ends of the rifles, etc.

I plan to scale up the muzzle flashes as upgrades improve attack power. That should be cool because it'll give visual feed back to the player about how powerful a particular unit / building is.

It's a little hard to capture these in screenshots but here's my attempts:

redbrickgames.com/pix/09/0615/muzzle562-6.jpgredbrickgames.com/pix/09/0615/muzzle567-1.jpgredbrickgames.com/pix/09/0615/muzzle574-16.jpgredbrickgames.com/pix/09/0615/muzzle578-5.jpg

Scaffolding


The game now shows scaffolding around buildings, as they go up during construction.

I just started this feature so if my scaffolding occasionally looks more like sheep pens, that's why :-P . At the moment I'm just stretching one DTS model to accomodate several different size buildings.

Like the building foundation feature, the scaffolding is its own TSStatic object, not part of the building DTS. As soon as construction is complete (or the building gets destroyed), I just delete the TSStatic. It's all done purely client-side which helps simplify the code.

redbrickgames.com/pix/09/0615/scaf1.jpgredbrickgames.com/pix/09/0615/scaf2.jpgredbrickgames.com/pix/09/0615/scaf4.jpg

A.I. Sharing Its Attack Plans


I really like it when A.I. players seem more alive and human-like. To that end, I've made the A.I. players share their attack plans with the human player. (If they're allies, of course!)

So when an A.I. ally decides to attack a common foe of yours, they tell you about it. The game displays a pop-up alert on the HUD, directing you to the attack destination. It also shows a special ping indicator on the minimap. You can then decide if you want to join your A.I. buddy in the attack. There's nothing special you have to do to join; you just try to show up with your forces at the same time the A.I. guy does.

As with teamwork amongst real players, this can often make attacks much more effective.

redbrickgames.com/pix/09/0615/tip563-4.jpg
- - -
Hope you enjoyed the update and the pix!

Geom

About the author

My email address is my GG handle, at redbrickgames.com.


#1
06/15/2009 (7:45 pm)
Gah, want to play it every time I see it!
#2
06/15/2009 (7:57 pm)
Looks great
#3
06/15/2009 (8:33 pm)
I think you just made the record for most images ever lol. Nice work, lookin good!
#4
06/15/2009 (9:37 pm)
Now with doodads -- awesome! Sheep pens, I mean scaffolding ;) AI attack plan sharing. Dust and debris... the more I see and hear about OvM, the More I want to play :D
Quote:
Ow!
I love that!
#5
06/15/2009 (11:31 pm)
Wow! Looking great!

If i am allowed to share my 2cents worth...

Having a good looking looking GUI makes a game come alive...a bland GUI detracts from the awesomeness from the game

Personally, i make my GUIs in PowerPoint 2007 ecause you can add heaps of cool effects to the objects and text :D

From Max
#6
06/16/2009 (11:49 am)
Personnally i think the background for the gui, instead of that semi-transparent look, should be the same as the bottom gui (wood for orcs, metalic blue for martians) and then something else on the title bar and surrounding (a darker wood might work for the orcs - the martians might need something else than dark metalic blue)

Just my 2 cents here though - it's your design and you should follow your own mind on this. Just seems a bit bare to me the way it is.

Overall: Great work - keep it up

EDIT: Another idea that might work is have tittle bar/surrounding match the bottom gui and have on background an image representin the clan (an Orc warrior or a martian soldier, something like that)
#7
06/16/2009 (4:48 pm)
Awesome - your plans are always great reads :) Really love the AI Plan sharing idea..!
#8
06/16/2009 (7:24 pm)
Wow. That looks awesome.

Plus, I'm glad I'm not the only one kickin' it oldschool with TGE these days. :)

It looks like you've got some really cool ideas there. I'm looking forward to seeing it in action!
#9
06/19/2009 (4:38 pm)
Sweet looking game. Everything looks great and it sounds like it's going to be tons of fun to play.

I do agree with Max, the GUI really helps get people "into" the game. The gui should compliment the game and it's art direction. This gui seems like something that would be in a completely different application. I'd suggest using something that looks similar to your textures in game. Maybe some wood gui's or some sort of theme like that...
#10
07/22/2009 (6:27 am)
Even more breathtaking than part 1