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.

Gravitum:

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.