Tuesday, September 21, 2010

More big news (and Ninja Release 1.0.96)

First of all, the new version:
Over a couple hours to relax this weekend, I found a few things I wanted to bring "backwards" into the TGP project while I've been working on the total re-write.  The end result is a small release with some minor updates and corrective balance changes.

  • Performance enhancement with target-finding should make large battles run more smoothly
  • Added new unexplored area graphics
  • Rocket Turrets no longer home on ground targets
  • Guard Turrets now home
  • Gun Turrets, Tanks, Siege Tanks, and Devastators have increased damage and slower ROF (33-50% proportionally)
  • Fixed scaling issues with some sprites
  • Fixed an issue with Harvesters calling for a new Carryall when being attacked by more than one worm


Now, the big news is that the "re-write" of D2TGP is not technically going to be a re-write.  Instead, it is going to be an all-new RTS platform, on which you will be able to play D2TGP using a separate installed package.  This also means you'll be able to develop your own games for it or your own versions of D2TGP.  I am building the engine with as many options as I can fit inside it so that many different kinds of games could be made.  Everything about a particular game will be controlled by INI files, and new sounds and graphics can be included.

However, I'll warn you right away that I intend to sell this Engine as a product for $10.  I'm not sure how I would distribute it, but Steam looks like a good idea for many reasons.  I'll keep working on it until I feel certain it's worth the price.

So, this effectively marks the end of this project in programmatic terms.  The next incarnation of D2TGP will have many more features (in line with the demo video and other aims) and will just be a free mod for an upcoming RTS engine.  Some time next year I'll start up some community and blog pages dedicated to the new project.

Thanks for all the support and participation, and please continue to enjoy the latest release and join the forum discussions.  I won't be visiting that often but I'll still keep an eye on things.

- Drackbolt

Saturday, September 04, 2010

Direction Statement

After a lot of testing of new code and ideas, I've reached a conclusion about what I want to do with D2TGP:  Starting now (actually as of a week ago), I am completely rewriting the project.  I'm doing this because I'm tired of all the legacy code from my earlier project and all the things missing that I've learned since then.  Many of these things are basically impossible to change without the code having been written differently in the first place.

I've thought about (and tried several times to be honest) back-porting some of the new ideas I have to the latest version of 1.x, but it just wasn't feasible.  Adding 3d zoom means a whole new interface is needed to handle changes in visibility and control.  Adding waypoints means I have to rewrite the entire input system to use queues of orders, which means I should add dynamic groups and rewrite pathfinding code, which means the AI need a rewrite also, etc.  It's gotten to the point where nearly everything will need to be touched.

I am now 100% sure I want to rewrite the whole thing, and doing so will allow me to build in the follow features from the ground up:
  • Multithreading for massive battles
  • Dynamic unit grouping and subordination ("flocking")
  • Network lock-stepping
  • Total Object-Oriented structure
  • Generalization to separate RTS engine from D2TGP game code completely
  • Clean easily readable code for my own benefit
You won't be seeing anything new this year; I can pretty much guarantee that.  As for when next year, I'd imagine Q1, possibly going into Q2 depending on life circumstances.  Please don't ask for a better ETA. :)  I think just about everyone knows I'm a workaholic so you can bet I'll be putting almost all my free time into this.

So for now, please continue to enjoy the last release, and have patience for bigger and better things.  Also, feel free to become a donating member at the forums, to help me buy all the Mountain Dew.

-Drackbolt

Sunday, August 15, 2010

Version 2.0 demo video

A quick preview of what I've been (and will be) working on:
http://www.youtube.com/watch?v=LG7JK3IkHW4

Wednesday, August 11, 2010

Major update in the works

Hey there,
As you all know, I'm fond of adding surprises to my releases.  This time however, what I'm working on is too big to happen quickly, so I'm giving you all something to get excited about in advance.
The next release of D2:TGP will be version 2.0!  I have very high aspirations this time around.  Nearly the entire user interface will be changed.  Aside from some minor balance changes, I don't expect to change anything about the combat mechanics themselves, so you can breathe easy.  But, after all this time experimenting and testing, I am ready to create the interface of my dreams.
New features will include:

  • Full incremental zoom in and out of the battlefield (think Supreme Commander)
  • Dynamic unit grouping and linked AI/formation actions
  • Whole screen will be devoted to the map view, with minimalistic and dynamic GUI elements
  • "Adaptive Interface", which is what I am calling it when menus appear contextually and only as needed, predicting the user's needs
  • Full waypoint system for all ground units and improvements to flyer control
  • Staging Areas where units can be sent to fulfill pre-determined orders
  • Optional objectives (will be done eventually but won't stop a release on their own):
    • Game recording/replay
    • New research system/items
    • Improved network library for stability/performance
Some of these items are already completed, but they all depend on each other now so I can't release them separately.  As you can guess though, this is not a small update in any way, so this will take months to complete, rather than the usual few weeks you have to wait between releases.  At any rate, I think it will be worth it.  I'll keep visiting the forums now and then so feel free to speak your mind there.

And hey, feel free to donate a buck or two.
-- Drackbolt

Sunday, August 01, 2010

Favorite PC games of all time

(this post will also be found at my new blog, IntelligentReviewer)
First, you'll notice Dune 2 isn't on this list, so here's some background.


As much as I loved Dune 2 (and I did, believe me), it had a lot of flaws that frustrated me.  After playing it for a few weeks I wrote a letter to Westwood studios, detailing all the improvements I thought could go into the game.  Much to my astonishment, a week later I received a letter in response from Joe Bostic himself!  I think I was 13 at the time so you can imagine how I felt; I actually framed his letter.  He was very kind and said that many of my suggestions were already scheduled to be incorporated into the next game, which would be released in about six months.  I was ecstatic to hear all of this, but then devastated later when I learned the next game would not be Dune 3.  So, in my mind, Dune 2 will always be the "one that got away", that could have been perfect but just never was.  And thus, my need to create D2TGP was born.  I still consider it the best $40 I ever spent, but I'll never play the original game again.

I've always loved games with a great atmosphere and intelligent writing.  The more immersive the better, and if it also has a great interface and gameplay, I'll never forget my experience with it.  The great thing for you is, many of these games can be found freely on the web as abandonware.  I urge you not to underestimate any of these greats.  To this day, I could pick up and play any one of them.

Counting down to number 1 (that being the best)...

Multi-Player:
10. Starcraft
9. Rainbow Six
8. Shogun: Total War
7. Conquest: Frontier Wars
6. Total Annihilation
5. Viet Cong
4. Dawn of War
3. Ghost Recon
2. Unreal Tournament (with my custom voice packs and skins)
1. Serious Sam: Second Encounter

Single Player:
20. Commandos 2
19. Darwinia
18. Master of Orion
17. Warcraft 3
16. Majesty
15. Tron 2.0
14. Final Liberation
13. Planescape: Torment
12. Mechcommander
11. Axis & Allies (1998 and 2006)
10. The Secret of Monkey Island (1990)
9. Bionic Commando: Rearmed
8. Dark Omen
7. Warhammer 40,000: Chaos Gate
6. Master of Magic
5. Space Hulk (1993)
4. Outwars
3. Homeworld
2. X-com
1. Fallout 2

Honorable mention:
Postal (1997), for intensely satisfying my anger issues.  The sequel was too malevolent for me to be interested but the first game felt very direct and focused on anger at stupid people, of which I had a lot.

Friday, July 16, 2010

1.0.95 Release

Changelog since 1.0.94:
  • Made AI a bit more aggressive
  • Updated Mentat and Tip Box info
  • Added sound effect when placing unit queues
  • Carryalls will now try to calculate unit speed versus distance to target before determining whether to airlift
  • Fixed bug with units still firing under some orders while unpowered

Monday, July 12, 2010

1.0.94 Release

Many balance changes, partially driven by the Polls in the forum (but not in all cases since I don't have that many voters yet).  Also includes many code updates for future changes that won't affect things currently, so we'll see if I created any new bugs.


Changelog since 1.0.92:

  • Experimental change: Saboteur is now a more unique unit, visible only at close range or when in combat.  It is essentially the same as an Infantry unit otherwise, but does enormous damage to buildings, even Defended ones.  They no longer have any detonation ability.
  • Experimental change: Fremen Warriors are now close-range anti-personnel units, able to wipe out enemy foot soldiers very quickly.  Against other units they are not worth the extra cost, and they do not do extra damage to undefended buildings like other foot units.  I feel this change, combined with the one for Saboteurs, is very appropriate to give each Ally faction more unique benefits
  • Experimental change: Deviators now unpower units for a random amount of time, just as they do with buildings.  Also, units will no longer lose their orders when unpowered
  • Trading Post is now visible to enemies when in combat or at close range
  • Fixed bug with Building selection graphics in Network games drawing slowly
  • Fixed bug with client units not showing current Order button depressed
  • Fixed bug causing 1/100 chance for game to crash when playing a new Music file
  • Fixed bug where units retained old Retreat coordinates