Jump to content
  • Advertisement

DRTS Update - Camera Controls And Picking Maps

Viir

690 views

Just released another version of DRTS.

You can play it at https://distilledgames.itch.io/distilled-rts 

Picking Maps

I improved the UI to preview maps before starting to play with bots. Now it is easier to find a map you like and see what you are getting into before starting the game.

2018-01-30.DRTS.map-preview

Camera Controls

In addition to earlier input methods, you now can control the camera also via keyboard: To pan, use arrow keys, for zoom plus and minus. To improve onboarding, I added buttons for controlling the camera. This visual addition to the UI should help new players notice that the field of view can be changed.

Under The Hood

  • To prepare for competitive games, the map generator was improved for exact symmetry of edges in generated maps.
  • Pathfinding now yields optimal paths in more cases.


3 Comments


Recommended Comments

I somehow missed this blog until today! Looks like an interesting game concept, reminds me of a few older games that I quite enjoyed, but yours looks a bit slicker!

Gonna give this one a try when I'm not on mobile! :)

Share this comment


Link to comment
7 hours ago, jbadams said:

Looks like an interesting game concept, reminds me of a few older games that I quite enjoyed, but yours looks a bit slicker!

Gonna give this one a try when I'm not on mobile! :)

 

Thank you, I am looking forward to your feedback if you find some time to try it!

Can you same those games it reminded you of? The most similar video game I remember now is solarmax 2, but that seems not to offer to play with other people.

About slickness: The development of the web app is in an early stage and it will be more polished.

Eventually, the UI will be adapted for mobile too.

Edited by Viir

Share this comment


Link to comment
On 02/02/2018 at 11:19 PM, Viir said:

Can you name those games it reminded you of?

I'm afraid I can't remember, sorry, it was a very long time ago when I played them!  I'm pretty sure one of them came on one of those compendium disks with a title like '100 Windows Games', but I can't remember what it was called, or even enough to reasonably search for it.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By mtjscott
      Hey, so i've created a disk in unity (2D mobile) that will be shot forward if you drag it back and the further you drag it from the start point the more force will be applied to the impulse similar to the 8ball pool drag to shoot mechanic on miniclip. However, when I applied a script that allows the main camera to follow the ball it broke the mechanic since the balls position is calculated through the camera in world space. So I created a bool that locks the camera in place until the ball is released so the calculation would happen before the camera starts to move. This works however the ball now rubber bands back and forwards close to the start position.
       
      If anything needs more explaining then i'd be glad to do so. I've only been coding for about a week so you'll have to bare with me. Any help is appreciated. Thank you very much.
       
      Here's What happens:
      https://gyazo.com/f211e50f32ac59437a93dad7295a14be
      (screencap gif of the game viewer)
       
      Here is the shoot script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class Shoot : MonoBehaviour { [SerializeField] GameObject Disc; [SerializeField] float multiplier; Vector3 initPos; private Rigidbody2D rb; public static bool ballIsReleased = false; bool recordingDistanceDragged = false; private void Start() { rb = gameObject.GetComponent<Rigidbody2D>(); initPos = transform.position; } void OnMouseDrag() { recordingDistanceDragged = true; if(recordingDistanceDragged == true) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10)); } else { transform.position = initPos; } } void OnMouseUp() { ballIsReleased = true; } private void FixedUpdate() { if(ballIsReleased == true) { rb.AddForce((initPos - transform.position) * multiplier, ForceMode2D.Impulse); Debug.Log("ball is released"); recordingDistanceDragged = false; } else { ballIsReleased = false; } } }  
      Here is the camera follow script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraFollow : MonoBehaviour { private Vector2 velocity; public float smoothTimeY; public float smoothTimeX; public GameObject player; private void Start() { player = GameObject.FindGameObjectWithTag("Player"); } private void FixedUpdate() { if (Shoot.ballIsReleased == true) { Debug.Log("camera can move"); float posX = Mathf.SmoothDamp(transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX); float posY = Mathf.SmoothDamp(transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY); transform.position = new Vector3(posX, posY, transform.position.z); } } }  
    • By Nilmani Gautam
      Welcome everyone, this is the last video on section and end of our Terminal Hacker game. In this video we will learn to create random number. 
      And from our next section we will create 3d game 
      We will create CUBE RACE for our lesson.
       
    • By sosnol_gaming
      The massively popular memes "Bongo Cat" has been made into a smartphone game!
       
      Welcome to Bongo Cat DUELS! Wild West is waiting for you. Fight vicious enemies, upgrade cat skills and buy new guns.
       
      FEATURES:
       
      -Participate in duels;

      -Get money and experience for winning;
       
      -Open new duels;

      Google Play:
      https://play.google.com/store/apps/details?id=com.IceSky.bongo_cat_duels
      Youtube:
       
    • By Sultown
      Good evening.
      Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair?
      I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go.
      Let me know if this needs clarification or if this is in the wrong subforum.
      Thanks.
    • By chiisa
      Hello.
      My friend asked me to join a small game project of her which I think was not quite worth to make since it consist only three stages and two routes. Also, the game play types are different each stages so it may need big effort to code. The game is actually a visual novel with more game play than scenario, but both of them are too simple, I guess. The only interesting part is she is trying to show off traditional culture, but it feels a bit forced. However, she disagreed with me and was very sure that this project would work. She gave me this pitching presentation and she said it's okay if I post it for a feedback. So, how do you think?

×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!