:: 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 varieties continues + Seamless tile textures are applied + 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 kinds of tile textures in a bit, a checker marks it out with pink containers within the map editor + Map era now makes use of QGIS, which may output heightmaps and roadmaps on the right scale. This reduces many processing steps + Roadmaps from QGIS are pixel-perfect however nonetheless require some processing and extra capabilities in map era earlier than they can be utilized – Map era utilizing tangram heightmapper and literal display grabs of Google maps roads has been binned + With batch processing, era 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 extra fleshed out, work for particular biomes can start + Automatic node era is within the works. These will assist the AI navigate in addition to robotically set begin positions, sources, 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, will be animated and may transition seamlessly between several types of water – Looks bizarre and is approach too vivid, will tweak later. + New grass and tile-linked objects are in. – Grass is just too darkish and blurred for some motive will tweak later. + Lots of modifications to the tile knowledge construction to help the brand new texture, water, and grass techniques. + Hammered out how tile decals work, which shall be useful for highway era. + Exploring what kinds of tiles are wanted for sure biomes for map era. + Really making an attempt to resolve highway era 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 kinds of water can exist on a single map (pic) – nevertheless, attributable to 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 aircraft) and be accurately obscured by one another (pic) + Tiles and water could have metalness and smoothness values (not textures) added. They have coloration and regular textures. + Tile props, which is grass in the intervening time, has been mounted and might co-exist with water. (pic) – Yes, the present grass is ugly, that shall be mounted as soon as the workload tapers off a bit. + Tile height-based tinting added. (pic) + Basic performance for tile decals added. This shall be used for roads, blood, craters and different issues (pic) + Map nodes, which gamers and AI will combat over and work together with, have been created. + Map node batch import perform added. + Stat editor up to date to accommodate these numerous editions. + Road tile era workflow has been accomplished. + Road tile decal work has begun. + Hammered out how tile decals work, which shall be useful for highway era. + Exploring what kinds of tiles are wanted for sure biomes for map era. + 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 depend a bit. (pic) + Tile decal UVs shrunk in order that the textures could possibly be rotated 45 levels +Tile transitions improved + Node csv importer accomplished, which additionally capabilities for any entities + Node csv import capabilities added to each the map creation and map editor interfaces + Node csv import situation capabilities added. When putting nodes, it could actually detect what sort of tile its on and place the right node accordingly. + Map creation problem the place tile varieties 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 kinds of tiles are wanted for sure biomes for map era. + 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 applied. + Roadmaps can now be resolved and imported as decals has been applied. – The implementation of the roadmap decision implies that the highway decal tiles will probably have to remade. – There’s a way that actually yields all attainable preparations of the highway, 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 hooked up to particular nodes. – Some nodes on maps could have city names and inhabitants hooked up to them, which is able to have an effect on AI habits and gameplay in future. + Conditions will be set in map node csv in order that normal units of map nodes will be generated for maps. + Biomes launched, a biome is simply a normal set of directions for the heightmap to tilemap era course of. + Arctic biome created + 316 maps, principally within the Greenland, Nunavut, Franz Josef Land and Severnaya Zemlya. – These maps are all desolate arctic maps, so is an effective 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 recreation in future will primarily comprise maps with cities and such and fewer full wilderness. + Most core capabilities for 0.07 and even 0.075 have been applied. 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 instrument that permits customization of UVs for tiles inside the editor. This helps making the tile decals simpler – Gonna go away decal and highway work to the facet whereas I end engaged on biomes and world map era + Expanded the csv import capabilities so as to add some map knowledge for the map generator. (vid) + With the import capabilities, the csvs, plus the heightmap, tilemap and roadmap, the duty of producing world maps could be very quick per map. + The final purpose is to create sufficient maps to cowl the ENTIRE world. – Should quantity to lower than 75k maps. Most of those are wilderness, and shall be included in a separate map pack. + Open map folder function has been added to help 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 additionally for maps with skinny shorelines that should be mixed with an adjoining map. + Named map nodes (cities, army outposts, and many others.) will be displayed in-game and edited within the map editor + A generated map_info.csv file will insure that each one maps have a singular identify 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 era workflow. Created about 37 maps in 2 hours, however they’re all wilderness. – Per-map creation environment friendly will rise vastly as we transfer into the North American and Eurasian mainland. Coastal maps take extra work. – The Ultimate purpose is to create maps protecting all the 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 high of the default one. + Map entities import perform can now have situations like ‘do not place when tile is water’. + Per map map tinting perform added. Adds a bit 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 depend: 103 + workflow for era of wilderness maps finalized for now + added help 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 capabilities that forces era of entities regardless if tiles are slanted or not + Work switching pathfinding over to flowmaps has begun. This may take 2 months to do. Yikes. (pictured) – This ought to considerably enhance the pathfinding pace, particularly for extra sophisticated maps. + Added a system for flowmaps that blocks some or all items 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 depend: 109 + Made important progress with highway decal era. Redid all of the highway decals too. (see progress in pic) – Gonna enhance the highway decal design and higher normals at a later date. + Added a very cool debugger for highway tiles and different decal work. + Work with switching pathfinding over to flowmaps continues. Progress is sweet, however may 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 is able to 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 era.
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 by way of 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 significantly 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 happy to obtain the replace now and take a look at it out.
The subsequent replace will deal with rejigging path-finding once more, which is able to hopefully enhance object avoidance and forestall automobiles from getting caught and likewise fixing the large lag spikes that happen when the pathing map modifications when the terrain is edited.
We additionally might 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 may 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 automated LoD era + Gonna restart asset manufacturing quickly, together with vegetation for various biomes + Work with switching pathfinding over to flowmaps continues. Progress is sweet, however may want one other month or so + 0.075, which is able to simply be bug fixes and extra maps, might or might not occur + 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 :: + Flow map work continues + Basic group motion perform added – This prevents clumping of items shifting to the identical vacation spot – This is totally different from flocking, not even certain we will add that proper now + Looking into new object avoidance and physics library, may add that in to extend pathing pace and object avoidance high quality – Encountering some issues with the present system, so we’re in all probability gonna ditch it in favor of this one the place the items all have round hitboxes as a substitute of rectangles + Started character design for generic faction secretaries + Started doing ideas for some new buildings + 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 :: + Flow map work continues + Added a repulsive pressure and fundamental physics for all items that forestall items from overlapping – This physics based mostly system appears to be a far simpler type of object avoidance than one thing that’s really dynamic + Destination formations are again in (vid) – There’s some jittering that we have to clear up, in all probability by including some rotational dampening + Formations will be comprised of a mixture of entitles of various sizes and they’ll modify robotically in response to dimension – Flow maps and motion are fairly the pickle, we’re making an attempt to get it to run effectively with 100 plus items, however it’s a battle – Will probably must restrict choice sizes or scale back unit depend to realize easy gamefeel. + YouTube channel soundtrack playlist is right here: