:: BnB :: dev :: Commander Rad instruments :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS net :: twitter.com/GamesBreakfast progress :: + Next model is tile and map centered + 3D tiles kind of finalized, extra tile textures for extra tile sorts 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 piece, a checker marks it out with pink bins within the map editor + Map era now makes use of QGIS, which might 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 of 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, assets, and map exit factors + Lots of adjustments 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, may be animated and may also transition seamlessly between several types of water – Looks bizarre and is method too vivid, will tweak later. + New grass and tile-linked objects are in. – Grass is just too darkish and blurred for some purpose will tweak later. + Lots of adjustments to the tile knowledge construction to help the brand new texture, water, and grass methods. + 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) – nonetheless, resulting from rendering points, two several types of water textures can’t be adjoining as a result of there cannot be transition. + Props (that are 2D) can now relaxation in water (a 3d airplane) and be appropriately obscured by one another (pic) + Tiles and water could 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 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 operate 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 properly + 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 might 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 inserting nodes, it might probably detect what kind of tile its on and place the proper node accordingly. + Map creation situation 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 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 decalsĀ has been applied. – The implementation of the roadmap decision signifies that the highway decal tiles will seemingly have to remade. – There’s a technique that actually yields all potential preparations of the highway, so we’ll simply make all potential 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 can have an effect on AI conduct and gameplay in future. + Conditions may be set in map node csv in order that normal units of map nodes may be generated for maps. + Biomes launched, a biome is simply an ordinary 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 check of map creation nodes, biomes, and batch processing. + The large quantity of future maps would require a separate map pack. + The core sport in future will primarily include 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 enables customization of UVs for tiles throughout the editor. This helps making the tile decals simpler – Gonna depart 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 must be mixed with an adjoining map. + Named map nodes (cities, navy outposts, and many others.) may 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 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 movement 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 enormously 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 prime of the default one. + Map entities import operate can now have situations 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 movement 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 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 items for traversing if there may be 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 nice, 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, could or could 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 out 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 at liberty to obtain the replace now and take a look at it out.
The subsequent replace will concentrate on rejigging path-finding once more, which can hopefully enhance object avoidance and stop automobiles from getting caught and in addition fixing the large lag spikes that happen when the pathing map adjustments when the terrain is edited.
We additionally might need a 0.075 replace the place I break up off the maps right into a separate map pack as I generate actually 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 era + Gonna restart asset manufacturing quickly, together with vegetation for various biomes + Work with switching pathfinding over to flowmaps continues. Progress is nice, however would possibly want one other month or so + 0.075, which can simply be bug fixes and extra maps, could or could 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 operate added – This prevents clumping of items transferring to the identical vacation spot – This is completely different from flocking, not even certain we will add that proper now + Looking into new object avoidance and physics library, would possibly add that in to extend pathing velocity and object avoidance high quality – Encountering some issues with the present system, so we’re most likely 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 drive 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 truly dynamic + Destination formations are again in (vid) – There’s some jittering that we have to clear up, most likely by including some rotational dampening + Formations may be constituted of a mixture of entitles of various sizes and they’ll modify robotically based on dimension – Flow maps and motion are fairly the pickle, we’re making an attempt to get it to run properly with 100 plus items, but it surely’s a wrestle – Will seemingly must restrict choice sizes or scale back unit depend to attain clean gamefeel. + 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, doing quite a lot of exams with movement maps. + Modeling of latest buildings and automobiles continues. + Due to constraints with path discovering and participant complaints of the maps being too large, gonna shrink map dimension down a bit. + Due to maps being shrunk, dimension of airfields being too large, and problem of getting fixed-wing plane to work proper, we will ditch fixed-wing plane for now. + We might need plane as summonable powers like in CnC Generals. + Ships and naval forces shall be put apart for some time, however will return later as soon as we get issues proper. + Helicopters will stay, they vibe with the brand new map sizes and gameplay fairly properly. + Generic faction secretaries designs accomplished. We can now mix-and-match hats, uniforms, hairstyles and colours for an enormous quantity of selection. (pic) + The purpose is to have little campaigns accessible for all nations, and doubtlessly some massive armed teams as properly. + YouTube channel soundtrack playlist is right here: