Preview 2 is up for your pleasure. Once again, no multiplayer, config file or AI support yet. Also bear in mind you should legally have a purchased copy of the original Dune 2 game to download and use any of the Dune 2: TSHA files, since they use resources ripped from the original. I'll begin working on AI support shortly so you won't see another preview for many weeks.
Recent improvements:
* Removed network code causing crash
* Corrected formation toggle graphic for control groups
* Corrected retreat level graphics for control groups
* Enabled Units Lost and Enemy Destroyed counters
* Function keys now select only powered buildings
* Home key centers on ConYard
* Harvesters on Move orders are no longer homed by bullets
* Rocket launchers and Sonic weaponry will never home
* Homing bonuses to bullet range reduced
* Bullets receive enough range to target center of buildings
* Protect orders now work properly (attacking only enemy attackers within range)
* Guard orders now check for buildings within distance
Monday, July 21, 2008
Sunday, July 13, 2008
Preview 1 is up
Some rules: First of all, this one's for Windows only. Host a game, choose a faction and monkey with other settings, then play what I've set out for you. Don't try anything else with the game or your computer might explode (or the game just won't work). There's no tutorial yet so you'll just have to get used to it.
Enjoy. :) And feel free to send in a donation to help with my costs, or at least click on a few ads.
Enjoy. :) And feel free to send in a donation to help with my costs, or at least click on a few ads.
Saturday, July 12, 2008
Preview video up
Here's a nice (albeit low-res and soundless) video preview of Dune 2: TSHA vU:
http://www.youtube.com/view_play_list?p=C6D7FC66E905D4B3
I'll try and get higher-res stuff up soon. I'm not sure about releasing a beta yet because I don't need testing or suggestions at this time, but I wanted to give everybody some sign of progress.
http://www.youtube.com/view_play_list?p=C6D7FC66E905D4B3
I'll try and get higher-res stuff up soon. I'm not sure about releasing a beta yet because I don't need testing or suggestions at this time, but I wanted to give everybody some sign of progress.
Tuesday, July 08, 2008
I cannot see him yet but he's very close now...
Okay, so the first beta release is right around the corner. It's a gauntlet-style situation where you set up a base in the middle and weather constant attacks until you're ground into dust, but it should make for a good testing environment. ;)
Keep your eyes open for something to play with soon.
Keep your eyes open for something to play with soon.
Wednesday, June 11, 2008
Ornithopters
Hi all,
I'm asking for your help. I've come to an impasse regarding Ornithopters. I have two major problems with them: One, how to implement them programatically... That one I'm not worried about. But the other issue is, how do I implement them in the game period? Here are the main issues.
1. They need to function more or less like in the original game. Basically my only real requirement is that they are not directly controllable or selectable.
2. I would not want them doing suicidal things like attacking any enemy unit on the map.
3. I also don't want a whole boatload of options and settings to be required for efficiently controlling just this one unit type.
4. Of the options I can think of, the first is that they stay out of the Hi-tech factories and patrol constantly looking for local targets (near units or buildings), sort of like being permanently on Guard orders for the whole base. This would be kind of a random pattern though (to save on resources) and raises issues about distance and building value (don't want a fleet of 'Thopters getting shot down trying to defend a Trading Post after all).
5. Another option is that the player selects an area and manually issues some kind of order for 'Thopter support, and otherwise they remain docked. Sounds like it would get ugly though, and require some micromanagement from the player. Maybe this could be timed or something.
6. A final option is to make them behave just like they did in my last version of Dune 2: TSHA (RC3), where they use the settings for supporting Harvesters, Units, and Buildings. However, these are now global settings, and I'm no longer crazy about the idea of having these settings be lumped together with Carryall behavior.
So, I'm asking you to visit the forums and drop a line in Suggestions regarding this issue. Either vote for an existing option or come up with something new and interesting. Please leave your comments as soon as possible.
I'm asking for your help. I've come to an impasse regarding Ornithopters. I have two major problems with them: One, how to implement them programatically... That one I'm not worried about. But the other issue is, how do I implement them in the game period? Here are the main issues.
1. They need to function more or less like in the original game. Basically my only real requirement is that they are not directly controllable or selectable.
2. I would not want them doing suicidal things like attacking any enemy unit on the map.
3. I also don't want a whole boatload of options and settings to be required for efficiently controlling just this one unit type.
4. Of the options I can think of, the first is that they stay out of the Hi-tech factories and patrol constantly looking for local targets (near units or buildings), sort of like being permanently on Guard orders for the whole base. This would be kind of a random pattern though (to save on resources) and raises issues about distance and building value (don't want a fleet of 'Thopters getting shot down trying to defend a Trading Post after all).
5. Another option is that the player selects an area and manually issues some kind of order for 'Thopter support, and otherwise they remain docked. Sounds like it would get ugly though, and require some micromanagement from the player. Maybe this could be timed or something.
6. A final option is to make them behave just like they did in my last version of Dune 2: TSHA (RC3), where they use the settings for supporting Harvesters, Units, and Buildings. However, these are now global settings, and I'm no longer crazy about the idea of having these settings be lumped together with Carryall behavior.
So, I'm asking you to visit the forums and drop a line in Suggestions regarding this issue. Either vote for an existing option or come up with something new and interesting. Please leave your comments as soon as possible.
Sunday, June 01, 2008
0.94 Update
Hi All,
I've been stomping bugs for the past month, cleaning things up and tweaking things here and there. I've got a few minor gameplay changes in mind that I'll leave as surprises for you. Lately I've fixed up the starport, mercenary, carryall, and general combat routines. I have more issues to resolve, then I have to finish the Ornithopter code, the worms, and set up some kind of gauntlet-style situation where you (as the beta tester) will have to deal with constant merc attacks, or something of this nature. As I've said, progress may have slowed a bit, but it is ongoing. Keep them blue eyes peeled.
I've been stomping bugs for the past month, cleaning things up and tweaking things here and there. I've got a few minor gameplay changes in mind that I'll leave as surprises for you. Lately I've fixed up the starport, mercenary, carryall, and general combat routines. I have more issues to resolve, then I have to finish the Ornithopter code, the worms, and set up some kind of gauntlet-style situation where you (as the beta tester) will have to deal with constant merc attacks, or something of this nature. As I've said, progress may have slowed a bit, but it is ongoing. Keep them blue eyes peeled.
Tuesday, May 06, 2008
0.9 Update
Hi all,
I've been working consistently on re-writing all the Carryall code. It's not something a player might necessarily notice, but from a programming standpoint it's much more object-oriented and responsive. Carryalls will smoothly transition from one pickup target to the next and there is less room for bugs or errors now. This took many hours to finish but I'm becoming happy with it.
I've been working (professionally) a lot lately, so I haven't devoted quite as much time as usual to this project. I still hope to have the first beta up for testing in a month, but things might be slow for a while.
I've been working consistently on re-writing all the Carryall code. It's not something a player might necessarily notice, but from a programming standpoint it's much more object-oriented and responsive. Carryalls will smoothly transition from one pickup target to the next and there is less room for bugs or errors now. This took many hours to finish but I'm becoming happy with it.
I've been working (professionally) a lot lately, so I haven't devoted quite as much time as usual to this project. I still hope to have the first beta up for testing in a month, but things might be slow for a while.
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