Codrer Industries

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Here I code indiegames (independent games). I drink caffeine. Lot of debug also.
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story mode: posts are in chronological order!

That was stupid.

Day 005
Tactical Warflow
Monday April 6, 2020

Still working on my new sprite class. Trees (wood resource) are now "raw materials" for constructions. Everything worked fine until I tried to delete some sprites. Nope. Still there. I've spend almost 4 hours trying to figure out was my mistake was...

I tried to rewrite my whole class. Debug, explore. Sprites couldn't be removed!! I went deeper and deeper. Switching from pointer to reference... moving data from heap to stack. Not even a clue of why. 4 hours.

Eventualy I figured out what was the problem: the map was managed inside the Community (team) class. Having two teams... each sprite was displayed twice. When deleting one... the second was still here.

Not yet...

Day 006
Tactical Warflow
Wednesday April 8, 2020

New sprite system is now ready. More sensitive work can start: find the right design. I must keep it as simple as possible, while getting fast unit recognition. For now I'm just searching a draft version. I'll have to upgrade the terrain before being able to go further... but I'm not even there.

One day left before the end of my first week of work. I'd really really like to get my draft ready by tomorrow...

Mmmm. Tough...

Right on time!

Day 007
Tactical Warflow
Thursday April 9, 2020

Check! My first week of code is ending, and I've got something to work with. The final design may vary, but here is the concept that I plan to keep and expand. I'm now ready to start the new map tomorrow to get something matching this evolution.

At the same time, gameplay is changing more and more, distancing itself from the original game. This isn't a village-scale game anymore, but rather regional-scale with cities, agricultural or industrial areas...

Next step

Day 009
Tactical Warflow
Saturday April 11, 2020

I've started the work on my new terrain system. Nothing fancy, the main objective is to be able to generate a unlimited amount of maps based on a couple of gameplay parameters, like resources distribution, heightmap, environment...

In all cases this playground will have a predominant impact on the whole design. I must stay open minded. It may end up realistic, tactical, abstract... I'll have to try all of that.

And above all, avoid cheap failed design...

Math: ok

Day 010
Tactical Warflow
Sunday April 12, 2020

Minimalistic terrain generation is ready. Almost the same concept as iubes (water / buildable land / resources / hills) yet a little more refined. There's actually the exact same amount of vertex... only a lot more of interpolation!

Now it's time to build some shaders to paint the right textures based on my generated vertex colors. After that, I'll be able to play a little with all my landscape parameters. This will be the fun part...

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story mode: posts are in chronological order!

Tactical Warflow


Last postThursday April 30, 2020
Peaceful...

Projects

Tactical Warflow
Year 2020
23 entries

Horizon Keepers
Year 2016
50 entries

Intelligent Cubes
Year 2014
74 entries

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Visual Studio ◾ C++ ◾ Javascript ◾ PHP ◾ Dead Nosql ◾ Ogre3D ◾ 3DS Max ◾ Corel Paint Shop Pro ◾ Linux Debian ◾ Steamworks ◾ Sony Vegas ◾ FFMPEG ◾ Renoise Tracker ◾ Audacity

 

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