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WIP Real Time Strategy by ~hazzard77:iconhazzard77:


©2008-2009 ~hazzard77
:iconhazzard77:

Artist's Comments

Started off as a program I made to demonstrate the A* pathfinding algorithm. Now it's slowly developing itself into a real-time strategy game =D

Hold down [shift] to select multiple units. Click/drag on the minimap, or use the arrow keys on your keyboard to scroll around.

Things I'm going to work on next: getting units to share the same path when moving in a group and also design some new button, vehicle and building sprites - that's when it should start to get interesting =^_^=

5 April 2008: Map terrain is now smooth-shaded using biquadratic interpolation.

2 April 2008: Added code to detemine if a unit is visible by any opponents. Also, the minimap now displays any enemy units which are visible.

28 March 2008: Map generator now uses perlin noise to create more realistic terrain. Altered the attack AI slightly and made optimizations to the pathfinding code.

26 March 2008: Made improvements to the unit's basic attack AI and added an "attack" command. You can get your vehicles to attack the enemies by clicking on them.

22 March 2008: =sweats= I made alot of additions this time, though it won't seem like much to you. Added code for enemies and bullets; altered the graphics for the vehicles and also gave them guns.

16 March 2008: Added an improved, random map generator and I also changed the way the minimap draws. Created a class for the map tiles and made my code more object-orientated. Lastly, I made some changes to the GUI and fixed a silly little pathing glitch which caused the unit(s) to spin around in circles XD

13 March 2008: Fixed a unit-unit head-on collision bug and another construction bug.

11 March 2008: Made further optimizations to the game engine and the pathfinding code - replaced uneccessary multiplication with bit-shifting, replaced trigonometric functions with much faster look-up tables and lastly I added a function table in the pathfinding algorithm for faster performance when deciding which tiles to open.

9 March 2008: Units can now resolve path-conflicts using a new "push-away" pathfinding function. Also added several extra units to play around with.

6 March 2008: Made some improvements to the minimap, fixed a major construction bug and did some minor code modification too. The selection box does what it's supposed to and also works with the [shift] button. Added a funky blue and alpha, color transform for the construction.

2 March 2008: Added a second pathfinding function for construction and some other code.

25 February 2008: Added a functional minimap, arrow key handlers and a grass tile.

20 February 2008: Basic wall/unit collision detection, fog of war, multiple unit selection and movement.

Comments


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:iconpeanutbutterninja:
wow, this is great!
great job!

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PANCAKE MANIA >:[
:iconhazzard77:
Thanks! Another month and I think I'll finish this. The hardest thing to do would be to make a good computer-opponent AI.

--
Help build up my city: [link]
Help me out: [link]
Number of people who helped: [link]

Details

February 17, 2008
141 KB
166 KB
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