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Viir

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About Viir

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  1. DRTS Update - Improving tutorial and playing with bots Today I released a new version of DRTS. You can play it now at https://distilledgames.itch.io/distilled-rts The changes made since the last release are primarily about the tutorial and playing with bots. Tutorial Hugo Blanco recently helped me test the game. He patiently worked through the tutorial and so I learned about stumbling blocks in there. Based on these observations, I compiled a list of planned changes to improve the tutorial and UI Selecting The Split Ratio When testing the tutorial, we found a problem in the stage which instructs the player to split his unit. In the step to select the split ratio, there was insufficient guidance on how to proceed. I implemented several changes to improve this and also make the UI for this easier to use in general: In the tutorial step, visually point out a location the player can click on to complete the step. This is done by displaying an arrow pointing to the slider control. Make the slider control react to moving the mouse over it, to help understand that we can interact with this thing. Make the slider control work the same way with all mouse buttons. The video below shows how this part of the tutorial looks like now: Some other improvements made in the tutorial: Enable the player to complete the tutorial without relying on external instructions about camera controls: In the tutorial, the camera automatically follows the action to make sure the player can always see everything of interest. The visuals to draw attention to objects to interact with now also indicate if the player should use a specific mouse button. Playing with Bots There are now more maps to play on. You will find a new map each time you start a game. I expanded the map generation function to create symmetric maps. With this release, you will automatically get a symmetric map when starting a game. Since the last release, several bugs have been fixed: Fix a distracting visual glitch discovered by Hugo: Avoid splitting a unit when the resulting units are going to be merged in the next progress step anyway. Game World Movement: Opponents units block each others movement on opposite edges. Game World Movement: Opponents unit blocks movement from node to edge. Game World Combat: Make unit attack the unit blocking its movement with the highest priority.
  2. Today I released a new version of DRTS. You can play it now at https://distilledgames.itch.io/distilled-rts The changes made since the last release are primarily about the tutorial and playing with bots. Tutorial Hugo Blanco recently helped me test the game. He patiently worked through the tutorial and so I learned about stumbling blocks in there. Based on these observations, I compiled a list of planned changes to improve the tutorial and UI Selecting The Split Ratio When testing the tutorial, we found a problem in the stage which instructs the player to split his unit. In the step to select the split ratio, there was insufficient guidance on how to proceed. I implemented several changes to improve this and also make the UI for this easier to use in general: In the tutorial step, visually point out a location the player can click on to complete the step. This is done by displaying an arrow pointing to the slider control. Make the slider control react to moving the mouse over it, to help understand that we can interact with this thing. Make the slider control work the same way with all mouse buttons. The video below shows how this part of the tutorial looks like now: Some other improvements made in the tutorial: Enable the player to complete the tutorial without relying on external instructions about camera controls: In the tutorial, the camera automatically follows the action to make sure the player can always see everything of interest. The visuals to draw attention to objects to interact with now also indicate if the player should use a specific mouse button. Playing with Bots There are now more maps to play on. You will find a new map each time you start a game. I expanded the map generation function to create symmetric maps. With this release, you will automatically get a symmetric map when starting a game. Since the last release, several bugs have been fixed: Fix a distracting visual glitch discovered by Hugo: Avoid splitting a unit when the resulting units are going to be merged in the next progress step anyway. Game World Movement: Opponents units block each others movement on opposite edges. Game World Movement: Opponents unit blocks movement from node to edge. Game World Combat: Make unit attack the unit blocking its movement with the highest priority.
  3. Multiperception Game Engine

    What is your goal? Regarding the interest: I searched for question marks in the first post, but I did not see any. What are you looking for?
  4. I am working on a multiplayer real-time strategy game. This game focuses on the core of real-time strategy, forgoing resource gathering, base building, and unit types. You can play it in your web browser on https://distilledgames.itch.io/distilled-rts The current version contains an interactive tutorial and an option to play with bots. Note that the camera controls are not yet explained in the tutorial. Here is how to control the camera: Camera panning: Hold down right mouse button and drag to move the camera Camera Zoom: Use the mouse wheel to zoom.
  5. 2017-12-18.DRTS.play-with-bot.png

    This screenshot shows a game with the new bot and map. Screenshot from the DRTS Devlog at
  6. Following the plan from last week, I expanded the web port of the DRTS game. You can play this new version at https://distilledgames.itch.io/distilled-rts In the upper right corner of the screen, you will now find a button to access the main navigation, and from there, you can start new games. Besides the tutorial, you can also play on a larger map with a bot. To make this a bit more of a challenge, I spent a few hours on building a basic behavior for the bot. It will spread out, conquer more and more area on the map and eventually overrun you if you don’t act. I also started implementation of the map generator, which is used to generate random maps, and the new map you see is coming from this generator. A good part of the map generation functions are already implemented, but it needs some more work, most importantly to enable symmetrical maps. Symmetrical maps will come with a future release, as well as a user interface to customize the map generation process. The screenshot shows a game with the new bot and map.
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