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

General:

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

General:
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.