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Armored Warfare - RTS/Action Hybrid Video

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Hey guys,

I've uploaded a HD video showing the RTS/Action hybrid aspects of the latest game. This is a similar system to what I created for my gangster game Urban Empires. You can give orders to your units/squads and then take control of any unit and complete the order you gave in the RTS mode. I've had the idea to do these kinds of games back in 2005. This would be the 3rd iteration of the technology. Hopefully the 3rd time is a charm and this game can go out the door as planned :-)

A lot of the order visualization system are placeholders. The per-unit waypoint lines that are being displayed are going to be replaced w/a much "sexier" per-squad order visualization. You're currently able to arrange your units in "formations of formations" similar to games like the Total War series. The squad orders will be represented in a way similar to these games. The projectile/particle system is a WIP - as are parts of the pathfinding, AI and NPC animation code. Some parts have just a few days of work into them.

The models being used in this video are not the final ones - once the game is announced publicly things will make more sense, and I can show some relevant artwork :-)

You can view the RTS/Action hybrid video here -
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Be sure to watch in 720p!

Here are some preview images of the video -



Until next time :-)

- Dan
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how are u generating your terrain's normalmap
looking at it im 99% sure its coming from an 8bit heightmap
switch to a higher resolution, it will look much much much much nicer (u will be shocked in fact :) )

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Quote:
Original post by zedz
how are u generating your terrain's normalmap
looking at it im 99% sure its coming from an 8bit heightmap
switch to a higher resolution, it will look much much much much nicer (u will be shocked in fact :) )


What you are seeing is the ambient occlusion I overlayed on the terrain which gives it those sharp 'steps' ( because of the way I cast the rays to determine a points overall occusion) I'm going to be redoing the terrain stuff later on.

There are all kinds of other things going on w the terrain....normal maps pre-generated into a 2048x2048 texture using 24bits of a texture same as any normal map ( 8 bits per xyz channel, AO stored in alpha channel ) I'm not really focusing on the terrain - though there is lots of low hanging fruit I could tweak.

*Edit actually the normal maps are all messed up, they badly need to be smoothed out, among other things...luckily I generate them as a pre-process so there is plenty of time for that :-)

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Well the improvement is obvious, but I was trying to do some stuff w the terrain texturing that didn't really pan out :-) I'll just stick to stnadard methods -



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