07 October 2009

Version 0.1.2 - 0.1.4; Roadmap to Version 0.2.0

Version 0.1.4

This version adds a couple critical features to the game engine: money and unit deployment and movement.

First, the money. The game now operates off of an economy. Right now, both armies begin with $15,000. At the beginning of each turn, for the HQ, barracks/seaports/airports, and for each captured city, the army will earn $1000 each. However, since Red Army goes first, the Blue Army gets the first "tax collection" to make up for the advantage given to the Red Army. However, I might eliminate this. We'll see.

This money also allows or disallows you to build certain units. For instance, you cannot buy a Main Battle Tank company the first round as the Red Army; it costs $16,000 and all you have is $15,000. Thus, the game will not build that unit for you, and in fact, it tells you that.

Second, unit deployment and movement. In the last build, I was able to deploy units to the map. I also created a class, and using that, if your mouse is over the unit, it moves to show that you're over it. Using a VERY, VERY simplistic algorithm, if you click on a unit, it can show you where it can go.

However, I must stress that this algorithm is only for beta testing purposes only. It is accurate enough, in that it displays the proper "radius" of motion per unit, but it does not take mountains and forests into effect. I have done testing to incorporate that, but with limited success.

After the unit is moved, it cannot be moved until the next turn.

Screens:
In this shot, the mouse is over the Main Battle Tanks. Since I do not have enough funds (as you can see under Gen. Worm's avatar), I cannot buy the $16,000 unit.

In this shot, the Red Army has deployed a Light Tank and deployed it on the road. the Blue Army is getting ready to move a Heavy Artillery battery, anywhere with the zone with the blue hashes.

Roadmap to Version 0.2.0

I'm actually fairly close to releasing a new beta. Version 0.1.5 should be fairly easy to code, however, I'm going to take a serious look at the movement code to correct its flaws. Stayed tuned...you probably see something this weekend!

0.1.5 - Capture cities; prohibit wheeled vehicles from entering mountains
0.1.6 (and 0.1.7, if needed) - Stabilize movement
0.1.8 - Quality control and cosmetic upgrades: animate units on build screen, etc.
0.1.9 - Cross-system testing
0.2.0 - Ready for the Combat/Support phase!

02 October 2009

Version 0.0.9b for Mac

Sigh...

I'm getting my car repaired today...nothing major, but it means that I can go to my mom's house and test the game on her Mac.

It was having serious problems.

Here is the temporary fix.


You'll also need the Vorbis and Ogg libraries. They need to go in your /Library/Frameworks folder (the Library in Macintosh HD).

The problem is that the game is linking to frameworks in two spots: the SDL libs, contained in the package, and the Ogg Vorbis libraries in your /Library/Framework. This should be only linking to the frameworks within the package. I believe I have fixed this, but we'll see with the next version.

Also, here is the Linux version.

01 October 2009

Status update

Well, I'm currently mired in ver. 0.1.2. It's going alright. Nothing to release today that can't wait another day of two.

Essentially, right now, I have the build menu (or "Deploy Units") so that the Red Army can build units on its HQ. The units then appear on screen. They are still until the cursor is over them, then they move (only three frames, but it's movement!).
But, I've had to do a lot of debugging today (stupid brackets), so I don't think I'm going to work anymore on the code tonight.

Unfortunately, I'll be missing a large chunk of my day tomorrow taking my car to be repaired. I'll have the evening, though, so that should be okay.

TO DO for 0.1.4 (or 0.1.5):
- Allow Blue Army to build units
- Tie the building of units to available funding
- Finalize movement logic (I'll need to do some research...)
- Flag units that were recently created or completed an action
- Reset this flag at the end of a turn

30 September 2009

Version 0.1.1

Version 0.1.1

Not a whole lot to say thus far....this is more of a daily release more than anything.

I have made the build menu a bit bigger. The text is still pre-rendered on the buttons, but I will later fix that. It's irrelevant at the moment, so whatever. Haha.


Information about each unit will appear toward the bottom of the menu. Although I have the hot spots figured out, I need to add some sort of cursor or animation to denote that, other than having the info display. I'm dreading animating sprites, because I've had major problems with it on past projects. But it will need to happen.

TO DO [before version 0.1.4]
- Divide sprite sheets into something the game engine can read, and CREATE ANIMATIONS [highest priority]
- Display each army's current funding, and disable units on the deployment menu that are too expensive [high priority]
- Put units in place [high priority]
- Movement logic [low priority]

Well, I got some work to do before then!! Haha.

Anyway, the basic nine army units:
INFANTRY
Rifle Squad - "This basic infantry unit is the core of the Army. Can climb mountains and capture cities."
These guys are the cheapest unit to build. They are your key to making money, as they capture cities. For those unfamiliar with the Advance Wars series, every turn, you receive money (taxes or something) from each city you have under your control.

Weapons Squad - "This unit augments a platoon's offensive power. Carries anti-tank weapons."
These guys cost twice as much to train than a normal rifle squad. They exist in real infantry platoons, and so they exist here. However, much like in Famicom Wars, they can't capture cities. They do possess anti-tank weapons which are very effective against Armor units.
I think however, I might attempt to give them some more usefulness. For one, a bit more extra ammo...they start with 2 anti-tank weapons, so I might give 'em 3 or 4. Also, I might make them able to use mortars; not as effective as the Field Battery, but a bit more menacing. The unit possess two (or three) weapons: assault rifle, AT weapons (look up the AT4), and possibly mortar tubes. The game will pick the appropriate weapon for the enemy, unless the weapon is out of ammo. We'll see how the balance goes.

Special Forces - "This elite unit can capture cities and climb mountains twice as fast as other squads."
The Special Forces are the most expensive infantry unit available. They are not in the original game, so I'm going to have to figure out an appropriate balance. They can move through mountains with much more ease than a rifle squad. They also have the ability to capture cities much faster. However, they cannot be resupplied in this state.
We'll see how they work.

ARMOR
Cav Scouts - "A lightly armored unit designed to get in and get out, but can fight if needed."
This is the War Machine equivalent of a Transport. However, I decided to rename it as what I see it used as most...a first response vehicle. It's quick and wins easily against infantry units, unless facing the AT weapons of the Weapons Squad. It can also transport units; however, loading and unloading operations will not allow that unit to attack.

Light Armor - "This company of tanks can decimate infantry. Death before dismount!"
These tanks are cheap and fairly powerful. However, they can't move quickly. But they are excellent for dealing with most other units.

Main Battle Tanks - "These behemoths are built to engage, endure, and survive."
These heavy tanks cost the most of any unit available, but they bring incredible firepower to the battle. They are also very resilient; they can even stand toe-to-toe with the Weapons Squad. However, if another MBT attacks first, it will have the advantage, and the outcome with your enemy remaining with 6 tanks to your 5. Beware Heavy Artillery!

ARTILLERY
Field Battery - "Mobile howitzers designed for indirect attacks (10-15 km)."
If each grid square should be about 5 klicks, or kilometers. 2-3 grid spaces is fairly realistic. This unit cannot attack directly and CANNOT attack after moving. It's pretty effective against most units out in the open; however, cities and forests give the units very good cover.

Heavy Artillery - "The King of Battle; rains down fire from a great distance (15-25 km)."
Much like its smaller variant, this unit indirectly fires on units 3-5 grid squares away. Anything out in the open within range can almost be completely decimated. Other Heavy Artillery batteries and the Main Battle Tank can cause equal devastation, and the Light Tank can do some serious damage, but other units will not be as effective. Having one of these in a city surrounded by tanks can pose a very grave threat.

LOGISTICS
Supply Convoy - "Refuels and rearms units in the field, but cannot counterattack."
This unit is non-combative. It cannot fight back, which makes it a very vulnerable target. However, it can resupply any units in the field except Special Forces, which can be incredibly helpful if you can't get to a city.


Possible additional units:
I haven't included the AA Tank and AA Battery. Why? Because, they're unnecessary right now.
However, I might want to add a couple of different units...

Combat Engineers
They would be able to go out into the field and build vehicles without being at an HQ. However, while working on a project, they would not be able to counter-attack.

Armored Convoy
A convoy with stronger armor and the ability to counter-attack. Nothing impressive, and it could not take offensive action.

Rangers / Shock Troopers
This would come from dividing the Special Forces if I felt they were overpowered. Rangers would have the ability to move easily through mountains and forest, and Shock Troopers would be able to take control of a city twice as fast as other infantry.

Ideas, ideas...well, I've been working on this post for an hour. Time to put these ideas to work!

29 September 2009

Version 0.1.0

Version 0.1.0

Well, I'm not sure about the Mac build, but the Windows build works. So, I've decided to press forward.

Today, I worked the unit generation algorithm. Right now, I can only build two units: a Rifle Squad (light infantry; the basic unit) and a Weapons Squad (heavy infantry; essentially the "Mech" soldier from Famicom Wars).
While right now, they don't generate anything on the map, the game knows there. Tomorrow, I should be able to start basic movement logic.

Nothing too impressive to show, except for the "Deploy Units" menu. Although, now that I'm looking at it, it looks sort of small. I'll probably make it bigger.

Screen:

You might notice the characters.
I took them rather shamelessly from a rip done by "NO Body" (seriously, that's his/her online alias), to kudos to that individual. The source is from Super Famicom Wars. I want to have my own graphics, and I don't plan on releasing a final product with these. However, that's not a big concern right now, so I'm using someone else's work. My bad.

Anyways, each unit should also be identified on the map by chevrons. One chevron (i.e. the Rifle Squad and the Cavalry Scouts) means a more junior unit per branch. Following the traditions of the U.S. Army, the chevrons are color-coded; I didn't pick the colors at random! Light blue for infantry units, yellow for armor units, scarlet (which I'm very certain is just plain ol' red) for the artillery pieces, and buff (a golden color) for the logistic unit, the Supply Convoy (Sustinendum Victoriam!).

Expect a tech demo around 0.1.2 or 0.1.3. You'll be able to create units, and move them, but not battle 'em.

27 September 2009

0.0.x VERSION TEST!

Please try one of these versions of the game:

Mac
Windows (build on XP, but it shouldn't have any problems with Vista...I hope)

Let me know if the game worked for you!
If you know me, shoot me a PM or an IM.
If you don't know me, leave a comment.

Road map to version 0.1.0-0.3.0

Well, since I'm pretty close to the next milestone, I want to put down what I project as my road map.

0.0.x: Core
0.0.8 - Terrain Association
0.0.9 - Port to Windows and further bug-testing on Mac OS X and Windows.
0.1.0 - Completion of Core phase

0.1.x: Unit Generation, Movement, and Management
0.2.x: Unit Combat and Support Actions/Engagement (unit v. unit) Logic
0.3.x: Combat Animation/Battle (general v. general) Logic

Hopefully, I will be able to get Terrain Association done pretty quickly. I'm not looking forward to porting this game to Windows, but it will get done. I am also worried about this game working on other Macs; one of my friends is having trouble running it. I have Leopard (10.5), and my buddy has Snow Leopard (10.6) so that might be the problem right there.
My mom has a Mac of her own, so sometime I will head to her house and try running it there. Since she has Tiger (10.4), that might help me figure out if it's a problem with the new OS.