Optimizations and A.I. Additions
Thus, another day of development comes to a close, a very fruitful one at that (albeit the majority of work, again, was backend and thus not very visually pleasing).
I've added two new key states to the worker, "Claiming" and "Reinforcing". The dungeon only extends to the claimed tiles - these are the only tiles building/zones can be placed on. Walls are reinforced should they be next to a claimed dungeon tile - this makes them harder to break down, as well as other benefits to buildings/zones to be added in the future (note to self).
Alongside this change, I threw together a few more animations, and additional 3D models on Helper-chan, she is now fully kitted out to assist with building and testing the dungeon!
I moved the Grid system away from using hand written dictionaries (for tiles) and finally converted the tiles to Resources (the same format and handling as Items and Buildings). This has cleaned up a lot of the functionality involving the grid, and allowed me to quickly expand and move my code to a more static and formulated structure (instead of a wild west spaghetti code minefield, filled with strings and untyped declarations all over the place!).
Last, but not least - I tweaked the lighting once more, and added the light logic for reinforced walls, to brighten up the dungeon a little bit. These will be altered when the final designs are made to fit the dungeon aesthetic :).
I have exported a build of the latest progress, should anyone wish to try it out (commanding an army of Helper-chans).
Basic controls:
WASD, QE = move/turn/strafe the camera
LMB = primary action
Clicking on the purple core building (pyramid looking thing) will spawn a Helper-chan... beware - there is no limit in this build, I'm not responsible for Helper-chan clogging up your computer's RAM! :P
Thanks for dropping by for the update, my cat is clawing me (she wants to sleep) so I must oblige her royal highness.
Goodnight!
Files
Get Crypt Underlord
Crypt Underlord
Submission for the RTS JAM 1998.
More posts
- Development is on hold for now...Jul 18, 2022
- Experiments with Cursors, Draft ImplementationJul 10, 2022
- Draft UI, Minimap, and Contextual MenuJul 09, 2022
- New states for A.I. tasks, Item drops too.Jul 04, 2022
- Family Time Obligation: Complete, back to work :)Jul 03, 2022
- Added Fog of War, Fixed clipping, and adjust lights.Jul 01, 2022
- Missed a day, heres some progress!Jun 29, 2022
- Not much time to work today, but did so anyway!Jun 27, 2022
- Basic: Inventory & Tasks, + Shaders and Lighting.Jun 26, 2022
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