Wednesday, October 30, 2013

Midterm Technical Update

In our demonstration version (available today), we have completed the following:
  • Preliminary game loop
  • Multi-unit selection and movement
  • Collision handling (i.e., damage dealing) with asteroids and enemies
  • A firing mechanic - if the SPACE bar is pressed, all selected ships will fire in their forward direction
  • Level 1 win and loss conditions
  • Partial level 2 loss conditions
  • Rudimentary Enemy AI, including:
    • Detection of player-controllable ships
    • Engaging of player-controllable ships
    • Chasing of player-controllable ships
While not in the demo, we are currently working on:
  • Adjusting the multi-unit movement to use flocking behavior based on Boids
  • Assigning the enemy ships patrol paths to follow
  • And a few small gameplay-oriented tweaks, such as highlighting selected units, and finding idle units
Please note that in the demo, the first level is currently the only level that has win / loss conditions. Passing the level will lead to the second level, which currently appears similar to the first level - but without the win conditions of the first level. 


Fresh from the Art Department: Ship designs for "good guy" and "bad guy" ships.

Tuesday, October 15, 2013

Level 1 Draft


Weekly Technical Update - 10/15/13

This past week, our primary focus was on player movement.
After getting the selection of a player's unit handled, Travis and I worked on fixing the way movement worked once orders were assigned. We also started conceptually discussing the enemy AI.

John handled the camera movement and basic controls, and has been working on creating placeholder assets, and making them into objects in the game engine.

Looking forward to next week, we are going to address the player unit pathfinding, multi-unit selection, and continue designing the enemy AI.

This Week In Art (Oct. 15)

I am currently developing and refining the art style and level design of the game.  I have researched reference and have rough concept art and a first level level design.

Announcing: Star Command: Division 6

As mentioned in a previous post, we have begun to work on a new game!

Today, we're ready to reveal that we are working on a Space based Real Time Strategy game:

Star Command: Division 6

In Star Command: Division 6 (SCD6), you take the place of a commander of a small elite military force. You have been given a mission to rescue hostages from an enemy installation orbiting a nearby planet. As the commander, you must guide your wing through enemies, taking them out without raising the alarm, and destroy the base's defenses before you can enter it to rescue the hostages.

More info, concept art, and screenshots to come!

Wednesday, October 2, 2013

This is a rough Concept Map for our Real Time Strategy game.  Art style likely to change.