Wednesday, December 11, 2013

Weekly Update 12/11/2013

M.I.N.T (Mecha, Infantry, and Tactics):

The main progress this week, has been support for basic weapon definitions and fire arcs.

HUD development also continues, with initial mockups and wire frames being handed over to Kawe, to transform into something that doesn't cause bleeding eyes :)

At the moment, localization support is being tackled, as we wanted this in place before starting to create tons of items with names, descriptions, tool tips and so forth.

Wednesday, December 4, 2013

Weekly Update 12/4/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Life is still being quite disruptive, but some bits of work still progress.

A new mockup of what a fully deployed unit roster for a player might look like for instance.

Also some more unit work, like this lovely beast:

In addition to artwork, the engine's movement has been redone again to allow these heavy mech movements to really stomp, vs moonwalk, and idle animation support has also been added into the mix.

The next big piece that really needs to come together is the in-game user interface, which I'm still mocking up and trying to work out the design for.

Wednesday, November 20, 2013

Weekly Update 11/20/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Things are still a bit chaotic, but we've managed to tweak the heavy mechs walk cycle a bit more. So here you go.

Wednesday, November 6, 2013

Weekly Update 11/06/2013

Not a lot has been accomplished in the last week, life problems are popping up for both myself and Kawe that is drawing us away from development progress.

Things maybe a bit sporadic around here for a bit, but well be back as always.

Wednesday, October 30, 2013

Weekly Update 10/30/2013

M.I.N.T (Mecha, Infantry, and Tactics):

This week saw the completion of the new isometric unit renderer, as well as the Lua data needed to define units and the basics of items.

Units are now composed of X number of layers or parts of which each are individually animated and then are composited together with proper render ordering and offsets to create the seen unit and its animations. Enough of that though take a look at the video below to see it in action.

Highlights includes a new walk animation that is far heavier and more suited to the mech, and if you watch close and are familiar with games you might notice something else to.

I'm currently now working on some HUD and smart cursor design bits, so that we can get those into the game, and get into combat. Kawe is likewise starting work on attack animations, and will probably get side tracked into making my HUD pretty vs eye burning :)

Oh yeah did you see it? Probably not since gamers have been semi-conditioned through years of it to ignore it. But! The missile pack doesn't flip sides when the mech turns to a different facing direction. Unlike most 2D top down/isometric games are items won't be jumping hands or sides depending on the direction your facing :)

Wednesday, October 23, 2013

Weekly Update 10/23/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Unlike last week, this week has been mostly consumed with coding. We turned the environmental knob up, and now we're swinging back around to units and customized configurations.

It'll likely take another week or maybe two, but we should have units being able to support customization, and then engine rendering them correctly.

Wednesday, October 16, 2013

Weekly Update 10/16/2013

M.I.N.T (Mecha, Infantry, and Tactics):

So the name of this weeks work if written in programming terms must surely be Environment++

We spent a ton of time upgrading M.I.N.T's tile sets and environment. Check out the evolution below, though make sure to click on the scaled down map images to see them in their true form.

(Initial building foundation tiles, and oh look more buildings!)

(Start of dirt and grass texturing, lovely trees.)

 (Dirt and grass enhancements, road tile tweaks.)

On the technical side of development, Lua was integrated into the engine and is now being used to define various unit data. I expect Lua's usage to grow as the game continues to evolve, and a majority of game aspects are defined by data vs in code.

I also re-vamped the movement and pathfinding grid overlay display.

This next week of development will likely continue building on the tile sets, as well as see a return to tool development on the technical side.

Wednesday, October 9, 2013

Weekly Update 10/09/2013


Some of you may have noticed a reduction in art being shown, and theres a number of reasons for this. One reason in particular though was my beloved partner and our awesome as always artist, had skipped town and caught a ride to a galaxy far far away..

Anyways the good news is things are back in order, and like the spice that must flow, art shall once again flow as well.

M.I.N.T (Mecha, Infantry, and Tactics):

A ton of development work has been happening on M.I.N.T this last week, including art, animation, and even tool development. However, I think the video below says things pretty elegantly. (Best if watched in fullscreen of course)

Kawe was able to complete walking animations for the mech as can be seen, but also a ton of configuration layers allowing for mech customization, such as the one below.

I was likewise able to code up basic animation support into the client to finally allow for these walking animations. Most of the rest of my time has been spent working on the data formats and infrastructure for weapon and equipment creation. This actually became such a huge task, I ended up creating a new tool. 

M.E.A.D (M.I.N.T Equipment & Arms Designer) is an all purpose weapon, fire arc, and equipment creation tool. Which may also end up shipping with the game possibly, for those modders out their wondering. 

Wednesday, October 2, 2013

Weekly Update 10/02/2013

New hardware/software has had most of the problems worked out on my end.
Here you can see the new Haswell quad core i7 box, next to an ancient 2006 iMac :)

Kawe has also received his new hardware, which can also actually run newer Photoshops, so maybe well be seeing less crashes and lost work in the art department as well :)

M.I.N.T (Mecha, Infantry, and Tactics):
Work continues on the data format battle. At this point one of the big questions is how to represent equipment in general. Can it all be defined as data, or does every item need to be coded basically?

This has led to creating some ubber lists of equipment and weapon ideas, which Kawe and I are going over and trying to break down into actual values and properties to see if we really can make everything via data definitions. Which would also open up modding more for players.

Wednesday, September 25, 2013

Weekly Update 09/25/2013

Blah blah blah, new development hardware, blah blah, way to much time spent re-installing. :)

Or in other words, both myself and Kawe are updating development hardware and software for most of the last week. Painful, but it should pay off in the long run. It also means I have more systems to test M.I.N.T against, and just maybe a triple boot system that just might have Linux in there somewhere..

M.I.N.T (Mecha, Infantry, and Tactics):
I've been working on tackling one of the biggest challenges that needs cleared from the board to allow steady progress. Data Formats..

Specifically how unit data is being defined along with things like equipment slots. Which also means how equipment is defined, and how bits like fire arcs for weapons are likewise defined.

Its unfortunately tricky work, since they need to be both flexible, and easily expanded given design will continue to both change and expand as development rolls on.

Wednesday, September 18, 2013

Weekly Update 09/18/2013

M.I.N.T (Mecha, Infantry, and Tactics):
Combat is the name of the next milestone to shatter. Unfortunately to do it correctly means a whole lot of support and design work needs to be done first.

Most of this week has been spent hashing out design questions. Like how line of sight will be handled, how weapon fire arcs work, and stuff like just how does equipment and weapons work with units? Or in other words how the unit customization system is likely to work.

Those we're some big issues for me, since one of the technical bits that needs to happen is to have data formats to store all of this information somehow.

So while we have some fancy driving to do, and some mean unknowns to face, we're on our way to COMBAT!

Wednesday, September 11, 2013

Weekly Update 09/11/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Networked based movement support is now complete. This marks a big step forward for the project, as it really comprises of a fully working network layer and server side simulation.

Here you can see a quick video recording of the networked movement in play, as Kawe and myself take turns moving around, despite the 3000 mile difference in location :)

The next step is to get basic interfaces implemented, along with initial support for action points, and start in on actual combat. 

Wednesday, September 4, 2013

Weekly Update 09/04/2013

The ship has sailed! Go check it out now at Kongregate or Newgrounds

M.I.N.T (Mecha, Infantry, and Tactics):
Development work has resumed on this now that Gravitum is wrapped up, and I've completed switching the client to use a command style architecture. This was mostly to allow easy synchronization of network logic and client animation.

Imagine you request to move your mech to some new area. Simple request in theory, but under the scenes this really sends a move request to the server or listen server in the case of single player. The server than validates if the move is legit (No easy cheating like in some MP strategy games that have authoritative clients.), then runs the simulation on the server.

Which in this case starts out as three steps to the northwest. Each step is taken, and on the second step an enemy unit is spotted, and a reaction fire happens, resulting in a critical strike to your mech and your mech exploding.

The server now needs to inform the client of this. So we end up creating a new command queue packet, and place in it a move NW command, another move NW command, an Add Unit X at Y command, a Unit X does attack Y to your unit, along with a damage amount, and finally a remove unit command, telling you to remove your mech as its been destroyed.

The client receives this, and knows based on the command queue packet that there is a total of 5 actions/commands attached to this, and so it waits for all of those to arrive if they haven't. Then it can just play out each command in order and get perfect synchronization.

Wednesday, August 28, 2013

Weekly Update 08/29/2013

Progressing back to M.I.N.T slowly but surely.

Kawe has been rocking the artwork lately, and promises great things around the corner and certainly by the next weekly update :) He's been keeping things hidden so it should be an amazing surprise for all of us.

I've almost wrapped up the last of these Gravitum bits, and other flash dealings, and am looking forward to shifting my full attention back to M.I.N.T as well. The basic network play is about there for movement, and I just would love to plow straight forward into combat.

Wednesday, August 21, 2013

Weekly Update 08/21/2013

The flash game market is simply terrible.

Admittedly we knew this a year or plus ago, and this is part of the reason we decided to leave it and go forward with M.I.N.T and ultimately move completely into the PC downloadable market.

We alas though had Gravitum, which was too beautiful of a game not to go ahead and finish, so we got dragged back into the flash games market. Unfortunately the market has only become worse.

Sponsorship prices have fallen greatly in general, and the money really tends to not be there for original games, but rather sequels to a game that performed really well on the market. Combine this with sponsors that will gladly place low bids (We were offered multiple times 100-200 dollars for full rights to Gravitum) and have no interest in increasing bids, as the fact simply is a lot of developers will end up taking one of these super low bids if they are forced to wait long enough. Case in point we ended up waiting and talking to tons of people for almost 4 months, before finally accepting a deal on Gravitum. A lot of flash/indie game devs wouldn't be able to afford to actually do that.

Also unfortunately though, is that just making the deal is only the first step of completing a sponsorship, you then need to deal with branding, possible APIs, and other sponsor requests. How time consuming this is, really is impossible to predict. The biggest problem with it though, is in many cases communication is very delayed, and support is often not available or of any great competence.

I'm currently working on 5 licensing deals involving Gravitum, and A.R.C.S, yet four of them all progress is blocked as I'm waiting for emails and support responses. The other one has been fantastic, but is with a USA based large flash games portal.

I'll be quite glad to be done with this market for once and all, and get back to M.I.N.T.

Wednesday, August 14, 2013

Weekly Update 08/14/2013

Finishing up the sponsorship bits for Gravitum has consumed pretty much all of the development time this week. Thankfully its close to be doing, and I'm looking forward to the game releasing to everyone.

Wednesday, August 7, 2013

Weekly Update 08/07/2013

A sponsorship deal has been secured, and I'm currently working on implementing the sponsor's branding and various API bits. I'm hopeful we'll see a release of the game by the end of next week or so.

Also been working on the new pre loader for the game.

M.I.N.T (Mecha, Infantry, and Tactics):
Pathfinding and basic movement is now working client side. The server needs to be updated to respond to movement requests, validate them, and update connected clients. Once that is done, will be looking at adding in actual unit animation and facings.

Wednesday, July 31, 2013

Weekly Update 07/31/2013

We're closing in on a release of Gravitum finally. Hopefully sponsorship will be wrapped up soon, and we will be seeing a release in the next few weeks.

M.I.N.T (Mecha, Tactics, and Infantry):
Some initial vertical slice planning has been completed giving us a development plan for about the next month to month and a half of development.

I'm resuming work on wrapping up the pathfinding and initial movement support for the game.

Wednesday, July 24, 2013

Weekly Update 07/24/2013

M.I.N.T (Mecha, Infantry, and Tactics):

After discussing the project a bit, it was clear we really need to have a more organized production. So between many real life distractions including shot ujoints, tax issues, and searing heat, I've been working on a M.I.N.T development plan and schedule. Nothing to fancy really, mostly just a series of vertical slices or sprints, with assets in a current sprint being made to be consumed by code development in the next.

I'm hopeful to get all of this hammered out soon, and start towards a two week cadence of vertical slices that build up the game step by step.

Wednesday, July 17, 2013

Weekly Update 07/17/2013

Sorry about the lack of updates as of late, life has been full of interrupts, and nothing much development wise had been getting done. Things have thankfully settled back down some now, and M.I.N.T development is starting to ease back on track.

Wednesday, June 26, 2013

Weekly Update 06/26/2013

M.I.N.T (Mecha, Infantry, and Tactics):
Lots of real life interrupts happend this week unfortunately. A technical design to address the movement system issues was created, but implementation sadly wasn't completed. Stay tune for more next week.

Wednesday, June 19, 2013

Weekly Update 06/19/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Close, but not quite there. So the goal for this week, was to ultimately end up with a working two player MP session, that allowed players to select a unit, and move it with pathfinding.

Well everything was completed minus the whole "move with pathfinding bit" which turned out a bit more complex than originally estimated. Mostly thanks to needing to eventually deal with interrupts while moving.

Interrupts being like your mech marches forward pass the side of a building, and suddenly a tank that was hiding behind that building in the street is revealed. Worse yet that tank was in over watch, and just waiting to unload its cannons into anyone foolish enough to enter into the line of fire.

That isn't a complicated problem to solve in a single player game, you just check for things upon every new tile you move to. However, that would be pretty horrific if your playing a MP online game, and you now pause, ask the server if anything new is happening, and wait for server responses upon every tile step. (Besides being terribly inefficient.)

So ultimately we need a more elegant solution. I'm hopeful to have that wrapped up in the next few days though.

I also needed to do a fair bit of camera work in order to scroll to units and so forth. Which I think turned out fairly nice, and you can see an example of below. I just wish youtube was as smooth as the actual game :)

Stay tuned for the next update, where I should be showing off a basic MP session with movement, and some new artwork which will contain surprise or two.

Wednesday, June 12, 2013

Weekly Update 06/12/2013

M.I.N.T (Mecha, Infantry, and Tactics):

So not a ton of progress happened this week, thanks to a hand injury that kept me away from Thursday till pretty much Tuesday.

Some more of the network code was cleaned up though, and I've started work on the game's various packets and handlers.

The goal for this week is to be able to create a two player game on the server, have clients join, the game start, players deploy a unit given to them by the server, and then enter into a turn sequence.

This will likely be super simple at the moment, and the immediate goal is really just to be able to select a unit with the mouse, display the movement map, click a position to move to, have the unit path correctly to the destination, and then the turn will end and switch to the other player.

Seems simple, but there is a lot going on here in actuality. Personally I can't wait to be stomping around as this guy :)

Friday, June 7, 2013

Weekly Update 06/07/2013

Forgotten and delayed, but not abandoned :)

M.I.N.T (Mecha, Infantry, and Tactics):

So a huge undertaking started the previous week to write the initial multiplayer server, and recode the client to be designed for a game featuring network play and not just single player which changes things greatly from a coding standpoint.

This was to ultimately speed up development, and prevent throwing away tons of work down the road. I'm happy to report, that this effort is completed, and things are working well with the initial basic testing that has been done.

This means I'll be returning to feature development for this next week and forth coming weeks.

For you all it also means that we will most likely also have LAN support for MP games in addition to server hosted Internet based games.


Just for those of you wondering what is going on with Gravitum, we're still looking for a sponsorship or licensing deal that makes sense for the game. Hopefully something will come together within the next month or so.

Wednesday, May 29, 2013

Weekly Update 05/29/2013

M.I.N.T (Mecha, Infantry, and Tactics):

So last week's goal of moving forward with movement maps and pathfinding? That so didn't happen. :)

After a close evaluation of the current progress, I decided things needed to be redone. More specifically, with M.I.N.T to feature online MP support there was a problem with the client's design. It wasn't designed at all for MP, and was just growing as new features got added.

This sort of made sense, as we're very much in an early prototyping stage, yet in reality we really want MP to be there in the prototype as well given that I and Kawe are separated by thousands of miles. Its the only decent means to really iterate on the design, and mechanics. I'm also a pretty firm believer in not trying to write a SP AI until the AI designer actually is ideally an expert in the game :)

With all that said, client side feature development has halted, and work to enable MP has begun. I'm hopeful the bulk of that will be completed this week, and we will resume feature development. Just this time, features will be implemented on both the client and the server.

Wednesday, May 22, 2013

Weekly Update 05/22/2013

M.I.N.T (Mecha, Infantry, and Tactics):

The much needed and tricky aspect of building transparency support is done!
The animated gif doesn't quite capture the full quality of this in-game, but its certainly of better quality than you tube.

After transparency support the engine went through a major cleanup, streamlining it for additional development features. Which bore fruit to an initial implementation of movement maps.

The goal for this week is to refine the movement system, add in mouse based unit selection and finally figure out a good pathfinding solution. 

Wednesday, May 15, 2013

Weekly Update 05/15/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Kawe has been working on the design more, while utilizing some state of the art design techniques. :)

While I've been focusing my energies at banging out the rest of the basic engine. Which now supports fully layered map loading, and proper unit depth sorting.

 The next major engine development step will being building transparency support.

Wednesday, May 8, 2013

Weekly Update 05/08/2013

M.I.N.T (Mecha, Tactics, and Infantry):

Its been a busy week of development.

First there was a serious Mac based bug with the SFML framework that we use for cross platform window setup, input, and sound. Unfortunately this wasn't able to be resolved, but we we're able to cut out SFML and hook up a new cross platform windowing and input framework back into our core engine.

This means things like an external mouse or trackball on a Macbook Pro will actually work correctly, vs crashing the game, or doing nothing. :)

With those issues sorted, I ended up switching M.I.N.T from the previous Staggered map layout to the Diamond style map that is often seen in RTS games.

The main benefit of this change, being smooth perfect edges on the map, which are quite nice if your doing walls, or buildings along map edges. Something we are now heavily experimenting with.

Finally development on the M.I.N.T map editor has been frozen for now, as we focus on getting a core prototype up and running, to really work on the game mechanics design space. So instead we're now using a third party map editor, and have the basics of map loading working.

Thursday, May 2, 2013

Weekly Update 05/02/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Some possible design changes are in the work, which touch upon map building specifically.

Instead of going with a more free form painting and placement style system, we're looking at instead simply making various template style pieces that snap together. Similar to say the spacehulk board game, yet being city based. This should allow for super easy layout of maps, while also allowing us to enforce certain aspects to make sure the game feel and any technical limits are always addressed regardless of map design. 

Also this likely allows us play with some other interesting aspects like the pieces being very much just layout based, and the game procedurally placing graphics as needed upon map load. In this fashion, every time you went to play a given map, it would have the same layout, but the roads, building types, and other bits of decor would be randomly chosen. This means we could also patch in new graphics for additional variety and maps would automatically be able to take advantage of them. 

The possibility of an actual full fledged random map generator opens up as well with this change.

At any rate this change probably also means less time spent on map editor development and more game development happening. Still its early days for the project, and nothing is set in stone yet. (Well other than awesome mechs, multiplayer, action points and some other stuff.) :)

Wednesday, April 24, 2013

Weekly Update 04/24/2013


Gravitum is finished, and is now in search of a flash sponsor. Depending on how that goes Gravitum will likely be live in 2-3 months from now.

M.I.N.T (Mecha, Infantry, and Tactics):

Development resumes :)

Wednesday, April 17, 2013

Weekly Update 04/17/2013

Gravitum has entered into final play testing and QA. After which the search for a sponsor will begin, and then public release of the game. Its unknown at this time, if we will be offering a deluxe standalone version for PC and Mac or mobile ports of the game.

With Gravitum wrapping up we will be returning to M.I.N.T (Mecha, Infantry, and Tactics) development.

Wednesday, April 10, 2013

Weekly Update 04/10/2013

Things are normalizing a bit again, and development has picked back up.

Completion edges ever closer, as progress is made against the final todo list, but as items are removed, more are found and added as is common when wrapping up a game.

Among items completed is the remainder of sound integration, creation of a pre-loader, several replay issues which could cause a de-sync, changes to input handling, some graphical bugs, and random other miscellaneous tasks.

Kawe also completed a first and potentially final icon for the game, as well as some missing death animations.

Wednesday, April 3, 2013

Weekly Update 04/03/2013

A terrible week full of tax problems, law suits, moving preparations, and vehicle problems to boot.

No development progress this week alas.

I'm suiting up to slay me some law and tax problems though..

Wednesday, March 27, 2013

Weekly Update 03/27/2013

This week marks the complete integration of the challenge menu, including the server side leader boards which are attached to each challenge map.

Wednesday, March 20, 2013

Weekly Update 03/20/2013

Bit of a slow week, but we now have a GUI figured out to actually display the various challenge maps. Also some underlining code has been updated to better support handling the multiple maps, and the differences between the single player mode, and challenge maps.

Next up is fully implementing this new GUI in code, and actually pushing out a new challenge map or two.

Wednesday, March 13, 2013

Weekly Update 03/13/2013

Gravitum progressed quite a ways this week. Kawe started working on redoing the intro to the game, as well as wrapping up an outro for it, and a large milestone was reached as well. Completion of the single player level. This mega long map clocks in at 1525 tiles long, or in pixel terms 48,800 pixels long. Try doing that and not using tiles.

Also as is proper form, the end of the game is quite demanding. Not that the level is trying to tell you anything though.. :)

Next up is developing one or two more challenge maps, which are really built around not difficulty of completion, but difficulty of completing in the best time possible.

This is because challenge maps are really all about speed running. Upon completing a challenge map you get the option to share your speed run, and others can then view your speedrun, as well as take on the role of the warden and attempt to catch you. Catching a speedrunner is likewise sharable :)

Once the challenge maps have been chiseled out of my subconscious and into their digital form, we will begin some private play testing.

After that Gravitum should be wrapped up quite quickly.

Until next week.

Wednesday, March 6, 2013

Weekly Update 03/06/2013

A slow week of development for the most part, as both of us we're consumed with contract work and other life priorities.

I did however, manage to progress with Gravitum level development some, and as such you can enjoy a few screen shots.  Remember to click on them to view in full pixel glory :)

Wednesday, February 27, 2013

Weekly Update 02/27/2013

M.I.N.T (Mecha, Infantry, and Tactics):

Kawe began working on some mockups for an extremely important part of the game this week. User interfaces. 

(Work in progress for a basic unit display concept)

My own efforts have been focused on wrapping up Gravitum, but i'll be returning to the map editor as soon as possible. 


Level development continues to be spearheaded, and is slowly inching its way towards completion. 

Wednesday, February 20, 2013

Weekly Update 02/20/2013

M.I.N.T (Mecha, Infantry, and Tactics):
Progress this week has been aimed at the monumental task of developing the map editor.

We'll be sharing more details about how this progresses down the road. Currently its our number one priority as its development is needed to easily move forward with more in-game engine development. 

We've started a big push, to finish up the remaining bits of Gravitum. I've returned to doing much needed level development on the game, and hopefully in a week or two we will have a final build for play testing and eventual publishing. 

Wednesday, February 13, 2013

Weekly Update 02/13/2013

M.I.N.T (Mecha, infantry, and tactics):

M.I.N.T research and development ended up dominating my efforts this week. Besides exploring GUI options for the map editor, I also completed another internal development tool.

The building assembly editor, or otherwise known as BAE.

BAE is used to created pre-fabricated buildings, and export them out in a format that the main map editor and game engine can understand. The map editor than allows you to select from the pre-fabricated buildings, and place them at will with a single click of the mouse. 

Kawe also did a bit of work on units again this week. Below is a small mockup showing multiple customization possibilities, upgrade paths, and possible color schemes for one of the basic units. 

And of course there are the animations. :)

We aim to imbue M.I.N.T with a lot of unit customization options, the above is just a tiny sample of that.

Wednesday, February 6, 2013

Weekly Update 02/06/2013

Contract projects continue to slow development across the board, but a few things were accomplished never the less.

M.I.N.T. (Mecha, Infantry, and Tactics):

The first building has been successfully sliced into tiles across a variety of layers, and is now able to be rendered in-game.

The isometric engine also underwent some heavy re-work so that it can support tiles of varying height, and now renders tiles more efficiently. Which will start to pay off in spades no doubt, once all of the other layers like foliage are in for instance.

The next major step will be to get units moving across the map and depth sorting behind and around buildings correctly.


Sound integration has finally been completed, and level development is picking back up steam with the new level editor improvements.

Wednesday, January 30, 2013

Weekly Update

So slow progress this week in general. Both Kawe and myself have been quite busy with some contract work that keeps the doors open and the lights on, but we will hopefully get a bit more done in this next week.

M.I.N.T (Mecha, Infantry, and Tactics):
Your favorite tactical wargame with giant mechs and nazi zombies, progressed a small bit this week.

We have a 3D like unit selector implemented with proper layering. This would normally be animated, and likely much taller, or have its height dynamically generated depending on what is moused over.

We also started to mockup some approaches to visibility when behind a building or other object that obscures the view.

One current approach is the following:

A building or other height based object blocking becomes this black translucent state.

The green selection cursor which is tied to mouse movement, could also cause another object to go black if needed. In this way you can clearly see a moused over destination as well as the selected unit.

Sounds, sounds, and more sounds. SFX integration and tweaking continues on this front.

Level development has been slow, but should hopefully be picking up some momentum, as the level editor has received some feature editions.

Wednesday, January 23, 2013

Weekly Update

M.I.N.T (Mecha, Infantry, and Tactics)

Work continues on the isometric engine support, with basic support for staggered isometric maps implemented.

Basic tile rendering, map scrolling, mouse picking, and removal of the jagged map edges above is complete. 

Kawe is busy working to get the tiles and buildings in a usable form, and we will soon begin to work on a proper map editor for the game. 

I've also completed the basic map walker functionality which is important as it tells you how to travel from one tile to another based on a given direction. 

The video below shows some of the road tile work, and the map walking functionality at play. 


The first cycle of SFX integration and feedback has been completed, currently awaiting the second round of revisions. 

Gravitum's tiled map editor has received new functionality allowing the shifting of existing map sections, this should ideally help to speed up Gravitum level design.  

Wednesday, January 16, 2013

Weekly Update

So lots of activity has happened this week.

First of all most exciting from a long term perspective is:

M.I.N.T (Mecha, Infantry, and Tactics):

Prototyping has started on the isometric engine that will ultimately power the game, and through some pixel shader magic we've been able to restore the long lost ability of our 8bit and 16bit kin to do in-game palette switching. 

What does that mean for you? 

Well beyond being used to nicely color different player's armies in multi-player with default colors like traditionally done in every RTS and TBS, we are very excited about allowing player created clans to create their own custom clan specific color schemes. 

These created color schemes would be available to clan members to use when battling online, and will be visible to other players. 


We received and integrated the finished chip tunes, and are currently in the process of integrating and refining the sound effects for the game.

Also integrated is a new death animation, and more are in the pipeline.

Check out the video below which demonstrates a full level run through of a challenge map, and a sample of the awesome sound track. 

Wednesday, January 9, 2013

Weekly Update

Welcome to 2013!

A few updates this week:

Lee has zeroed in on an outstanding music track for Gravitum, and is in the process of lengthening and doing finishing touches on it. We hope to be able to share the completed track soon.

A bit more progress on menu pieces of Gravitum have been completed, and we're currently working to create context specific death animations. (We couldn't help ourselves.) Like the one below:

Also in other news the RobotRiot update should be going live within the next 2-3 weeks, more news on that to follow when it launches.

Some technical design has begun on M.I.N.T in regards to areas like multi-player lobbies, clan support, team options, automatic map publishing, map sharing, and so forth.

Finally my tendonitis persists, but I've struck a deal with a frost giant and so far that seems to have worked.