Game Development Community

Mini Tbs

by Gavin Beard · in Torque Game Builder · 03/19/2005 (2:57 am) · 30 replies

Hi all, i started work on a simple turn based strat. game, initially it will give the option to play the computer, then move onto hot seating against another person then eventually network/internet (maybe).

here is a screenshot of where i am so far:

3dcg.serveftp.com/screen.gif
At the moment u can select a unit, right clicking while a unit brings up an empty menu, (u can see it floating around in the image) and click n e where in the image creates a new unit. all sprites align nicely to the tile grid i am working on movement atm, as each unit gets a set number of moves per turn and differnt types of terrain require more moves to go a shorter distance such as water and mountains.

i know the terrain tiles look quiet poor but that'll be easy to change once the game runs as i hoped

more updates i hope later today or tomorrow
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#1
03/19/2005 (3:54 am)
Cool. :)

- Melv.
#2
03/19/2005 (7:30 am)
Hi all,

just a quick update, had an hour spare so got to work on a few bits, now the right click menu pops up some options depending on type of unit selected. if any unit is selected it gives options for move, fight, cancel and end turn if a king is selected the option to build unit is given only if they are stood on the castle.

if u select to build unit a new dialog box pops up and lets u pick a unit to build, so far only 2 types

foot soldier and king, king will be removed once some other units are avail.
#3
03/19/2005 (12:39 pm)
Super cool stuff mate. I love TBS games, so I'll be watching this one closely! Good luck!
#4
03/19/2005 (2:36 pm)
Thx, it's coming along slowly, i think once i've got movement out of the way it'll be a bit easier.........i hope
#5
03/19/2005 (5:25 pm)
Oooh, looks fun... if you need a tester I'd be happy to test down the road :)
#6
03/20/2005 (1:43 am)
Lol, thx king bob
#7
03/22/2005 (12:32 pm)
Hi ya all, just another update, now have added a new look to all tiles and there are now 5 differnt types of unit u can purchase which are swordsman, gaurds, archers, gold knights and high knights. u can use n e of the units to occupy a house, by doing so u obtain more gold per turn and the interface has had a little update, i'll post a screenshot once i get out of the hospital and can use summin other than my mobile phone to connect to the net in the waiting area :(
#8
03/22/2005 (2:11 pm)
Hehe, wondered why you were writing all funny :)

Could you give us a screenie of the new units? And are you doing all the art yourself for the units and everything?
#9
03/22/2005 (11:00 pm)
I sure am, but i'm no master artist, so i may get someone to look at it for me.....lol but we shall see what happens
#10
03/23/2005 (12:08 am)
Ok here is a new screenshot, u can see it has changed a bit, the new unit menu was done with t2d gui editor:

3dcg.serveftp.com/sreen2.gif
i changed tileset's to one created by gman another online community, so big thanks to him.....i prefer the smaller castle to the larger one from the first screenshot
#11
03/23/2005 (7:24 am)
Very nice... glad your utilizing the power of the GUI system in Torque :)
#12
03/23/2005 (7:43 am)
Gavin,

I'm not an artist so please ignore me if you think it doesn't make sense but you could make that scroll so it's a 32-bit image that doesn't have that background but a nice drop-shadow. That would look really nice! :)

- Melv.
#13
03/23/2005 (7:53 am)
Yeah, in fact was thinking along the same lines as Melv... that you should cut out the background and save it as a .PNG... with a transparent background that would look real slick ... even more so with that drop-shadow Melv mentioned
#14
03/23/2005 (8:01 am)
Lol, well i was thinking of it, but wasnt sure if it would have n e kinda perfomance issues. but sure will look at it
#15
03/23/2005 (8:02 am)
I highly doubt it would effect performance much... one thing I have to keep reminding myself is that the back end of this (especially the GUI back end) is based off of Torque... a real-time 3D engine, if it can render 3D graphics 60+ times a second, something like this is no problem :)
#16
03/23/2005 (8:43 am)
Hiya all.


ok i'm at a point in game where i needed to start the code again for a few diff. reasons, got basics back however i'm gonna do movement before the creating units bit. i'm just stuck on how to go about this. the movement is based on a point system i.e a peasent can move 10 points per turn. grass = 1 point, mountains 4 and water 5. i can assign eac unit its points easy enough :)

when a unit is selected and the option to move is picked i want a grid to display with max move radius, 1 way i though of doing this is make a txt file with a grid of numbers corresponding to each tiles move points work out where the unit is a a read the txt file and check info around it and using a 3 tile layer thats blank change the tiles to show where a unit can move and clear the tile layer as needed. but surely there may be a better way. n e suggestions?
#17
03/23/2005 (9:02 am)
True, can just store that information in game vs. text file though... can dynamically create a tile layer to make the grid, or peice together sprites
#18
03/23/2005 (9:08 am)
Yeah my initial idea is the tile layer, but isnt that gonna be cpu intensive
#19
03/23/2005 (9:14 am)
Not really, especially considering this is a turn based strategy game... If you haven't looked up info before on this then I'd suggest looking up info on A* (A - star) pathfinding algorithms... very advanced plotting, especially for turnbased strategy games, thats an advantage of making it turn based, you get that pause to do processing like this... weighing out values for different types of land, etc etc... very good concept btw
#20
03/23/2005 (9:19 am)
Thanks, i had read a little on a* but that means gettin into c++ to impliment it right :'(
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