:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + Next model is tile and map targeted + 3D tiles roughly finalized, extra tile textures for extra tile sorts continues + Seamless tile textures are carried out + Seamless tile texture transitions are additionally in (pic) – Some restrictions in what number of several types of tiles can exist in a single chunk of the map, which is 15×15 tiles – If there are too many sorts of tile textures in a bit, a checker marks it out with crimson bins within the map editor + Map technology now makes use of QGIS, which may output heightmaps and roadmaps on the appropriate scale. This reduces many processing steps + Roadmaps from QGIS are pixel-perfect however nonetheless require some processing and extra features in map technology earlier than they can be utilized – Map technology utilizing tangram heightmapper and literal display grabs of Google maps roads has been binned + With batch processing, technology of base maps for all landmasses on Earth is achievable – Currently have 316 maps within the docket, prepared for additional processing and testing + Now that tiles are a bit of extra fleshed out, work for particular biomes can start + Automatic node technology is within the works. These will assist the AI navigate in addition to robotically set begin positions, assets, and map exit factors + Lots of modifications to the information editor with reference to the tile knowledge + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + 3D tiles with seamless textures are in + Textures transition seamlessly + Texture LoD is in + Water is in, might be animated and may also transition seamlessly between several types of water – Looks bizarre and is approach too vibrant, will tweak later. + New grass and tile-linked objects are in. – Grass is simply too darkish and blurred for some motive will tweak later. + Lots of modifications to the tile knowledge construction to assist the brand new texture, water, and grass programs. + Hammered out how tile decals work, which will probably be useful for street technology. + Exploring what sorts of tiles are wanted for sure biomes for map technology. + Really making an attempt to unravel street technology utilizing raster maps extracted from QGIS and Open Street Maps. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + Water height-based rendering added, shallow water, nearer to the shore, is extra clear, whereas deeper water, is extra opaque. (pic) + Multiple sorts of water can exist on a single map (pic) – nevertheless, as a consequence of rendering points, two several types of water textures cannot be adjoining as a result of there cannot be transition. + Props (that are 2D) can now relaxation in water (a 3d airplane) and be accurately obscured by one another (pic) + Tiles and water may have metalness and smoothness values (not textures) added. They have shade and regular textures. + Tile props, which is grass in the mean time, has been mounted and may co-exist with water. (pic) – Yes, the present grass is ugly, that will probably be mounted as soon as the workload tapers off a bit. + Tile height-based tinting added. (pic) + Basic performance for tile decals added. This will probably be used for roads, blood, craters and different issues (pic) + Map nodes, which gamers and AI will struggle over and work together with, have been created. + Map node batch import operate added. + Stat editor up to date to accommodate these numerous editions. + Road tile technology workflow has been accomplished. + Road tile decal work has begun. + Hammered out how tile decals work, which will probably be useful for street technology. + Exploring what sorts of tiles are wanted for sure biomes for map technology. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + Road tile decal set approaches finalization, normals are executed as effectively + Road tileset rejigged to be rotated by 45 levels as a substitute of solely 90 levels. Reducing the tile rely a bit. (pic) + Tile decal UVs shrunk in order that the textures might be rotated 45 levels +Tile transitions improved + Node csv importer accomplished, which additionally features for any entities + Node csv import features added to each the map creation and map editor interfaces + Node csv import situation features added. When putting nodes, it could actually detect what sort of tile its on and place the right node accordingly. + Map creation difficulty the place tile sorts are restricted to 4 in every chunk mounted + Tile and tile decal roughness and metalness values added. This takes place of roughness and metalness texture maps. + Exploring what sorts of tiles are wanted for sure biomes for map technology. + Gonna begin pumping out maps like loopy quickly. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + Make maker decal import is carried out. + Roadmaps can now be resolved and imported as decals has been carried out. – The implementation of the roadmap decision signifies that the street decal tiles will doubtless have to remade. – There’s a way that actually yields all attainable preparations of the street, so we’ll simply make all attainable variants. + Map node import csv now has textual content portion separated out as a i18n file. This will assist with including languages in future, and mirrors our UI work. + Map importer can now learn textual content and knowledge connected to particular nodes. – Some nodes on maps may have city names and inhabitants connected to them, which can have an effect on AI habits and gameplay in future. + Conditions might be set in map node csv in order that customary units of map nodes might be generated for maps. + Biomes launched, a biome is simply an ordinary set of directions for the heightmap to tilemap technology course of. + Arctic biome created + 316 maps, largely within the Greenland, Nunavut, Franz Josef Land and Severnaya Zemlya. – These maps are all desolate arctic maps, so is an efficient set for a take a look at of map creation nodes, biomes, and batch processing. + The huge quantity of future maps would require a separate map pack. + The core sport in future will primarily comprise maps with cities and such and fewer full wilderness. + Most core features for 0.07 and even 0.075 have been carried out. Which is 1 month forward of schedule. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + New device that enables customization of UVs for tiles inside the editor. This helps making the tile decals simpler – Gonna depart decal and street work to the facet whereas I end engaged on biomes and world map technology + Expanded the csv import features so as to add some map knowledge for the map generator. (vid) + With the import features, the csvs, plus the heightmap, tilemap and roadmap, the duty of producing world maps could be very quick per map. + The final objective is to create sufficient maps to cowl the ENTIRE world. – Should quantity to lower than 75k maps. Most of those are wilderness, and will probably be included in a separate map pack. + Open map folder function has been added to assist future map pack implementation. + Bug with height-based tile tinting has been mounted. + World map can now accommodate maps which might be a number of long-lat grid squares. (vid) – This is required for the arctic, but in addition for maps with skinny shorelines that have to be mixed with an adjoining map. + Named map nodes (cities, navy outposts, and many others.) might be displayed in-game and edited within the map editor + A generated map_info.csv file will insure that every one maps have a novel title and distinctive map description. + All core options for model 0.07 and 0.075 have been accomplished. Just wants to repair bugs and grind out some maps. + Work on model 0.08, which revolves round altering the entire navigation system to circulation maps, has begun. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + Streamlining map technology workflow. Created about 37 maps in 2 hours, however they’re all wilderness. – Per-map creation environment friendly will rise enormously as we transfer into the North American and Eurasian mainland. Coastal maps take extra work. – The Ultimate objective is to create maps masking the whole world. + Gonna end up this spherical of map creation and go repair the decals subsequent. + Two biomes created, Tundra and Polar. 0.07 will solely have these two on prime of the default one. + Map entities import operate can now have circumstances like ‘do not place when tile is water’. + Per map map tinting operate added. Adds a bit of little bit of visible selection. + Bugged the Love2D devs to repair an issue with the .dds file format. They lastly mentioned they’d repair it within the subsequent model. + All core options for model 0.07 and 0.075 have been accomplished. Just wants to repair bugs and grind out some maps. + Work on model 0.08, which revolves round altering the entire navigation system to circulation maps, has begun. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + map rely: 103 + workflow for technology of wilderness maps finalized for now + added assist for folders within the maps/world folder to assist with group + Fixed bugs and issues in workflow to correctly import node / city names and their populations + Added one other features that forces technology of entities regardless if tiles are slanted or not + Work switching pathfinding over to flowmaps has begun. This would possibly take 2 months to do. Yikes. (pictured) – This ought to considerably enhance the pathfinding velocity, particularly for extra sophisticated maps. + Added a system for flowmaps that blocks some or all models for traversing if there’s an overpass that’s too low. (pictured) + Fixed some minor bugs and tweaked UI a bit. + Resuming decal work for roads. + All core options for model 0.07 and 0.075 have been accomplished. Just have to hunt bugs, grind maps, and end decals. + YouTube channel soundtrack playlist is right here:
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + Remade the 6 maps of Crete utilizing the brand new workflow however with roads. Looks cool, however the roads are nonetheless a bit bizarre. + map rely: 109 + Made important progress with street decal technology. Redid all of the street decals too. (see progress in pic) – Gonna enhance the street decal design and higher normals at a later date. + Added a very cool debugger for street tiles and different decal work. + Work with switching pathfinding over to flowmaps continues. Progress is sweet, however would possibly want one other 2 months or so. + Outputted model 0.07 for launch, however there is a bug with the discharge construct, so we have to iron that out first. + With luck, launch of 0.07 this week. + 0.075, which can simply be bug fixes and extra maps, might or might not occur. + YouTube channel soundtrack playlist is right here:
This launch brings numerous options associated to tiles, maps and map technology.
These embrace:
Over 100 maps in-game now. Most are Arctic Tundra however there are 6 of the island of Crete.
Due to the large quantity of maps, it is best to pick the map you need through the world map.
Added the Arctic and Tundra biomes. Biomes have sure units of tiles, vegetation and tinting.
We’ve added new water results that are a lot better than the janky 12 body tile animations we used to have.
We’ve added roads and vegetation to maps. The roads are generated from actual roadmaps and *considerably* displays actuality.
Anyhow, be at liberty to obtain the replace now and check out it out.
The subsequent replace will concentrate on rejigging path-finding once more, which can hopefully enhance object avoidance and forestall autos from getting caught and likewise fixing the large lag spikes that happen when the pathing map modifications when the terrain is edited.
We additionally may need a 0.075 replace the place I cut up off the maps right into a separate map pack as I generate really insane quantities of maps. Might occur would possibly now. Depends on how the planets are aligned.
:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + VERSION 0.07 RELEASED! + Check it out right here: https://balancedbreakfast.itch.io/bombs-and-bullets/devlog/422553/bombs-and-bullets-version-007-released + Flow map work continues + We now have pathing object avoidance in-game in its easiest kind + Fixed a bug with computerized LoD technology + Gonna restart asset manufacturing quickly, together with vegetation for various biomes + Work with switching pathfinding over to flowmaps continues. Progress is sweet, however would possibly want one other month or so + 0.075, which can simply be bug fixes and extra maps, might or might not occur + YouTube channel soundtrack playlist is right here: