Friday, February 26, 2010

Another new graphic...


This one donated in part by a friend... not bad for a first contribution!

Just a graphc test...

Just a test of a graphic piece that might be a mess, or might be usable...

Thursday, February 25, 2010

Greatest Miniature Collection on Earth

Okay... no comments necessary.

The Greatest Collection of Miniatures Ever

Part 2

Part 3

Okay, new buildings are in!


The first set of new buildings are ingame... here is a look at a few of them! A group of soldiers go to rescue a downed pilot... however, some insurgents are lurking behind some nearby buildings, ready to attack! In the shot below, a mixed force of UN and NATO troops are pinned down by a sniper... but one soldier is circling around to hit them from the flank...

Next up; implementing the "occupy building" feature, and then we need to probably start building the skeleton for the combat system... but hey, for a week and a half of work, it looks pretty good so far I think!:)

Wednesday, February 24, 2010

Building Sizes...


Just playing with building sizes... unfortunately, I think the first go was a bit oversized, so now I am working on smaller buildings... takes a little touch up, but not too much work... better to get it right now!

Tuesday, February 23, 2010

Creating buildings for the game



Hey all,

Well, I am working on the Middle East building set... and I have to admit, I've got a few tricks down now that really make it easier!

Anyway... here is the "so far" work, with what could be done before TV time! My coding partner did some CRAZY nice work, and all the buildings can now be dropped into the game... good stuff!

Monday, February 22, 2010

Death and dying percents in the new game...


Hey all,

Thought I would post this here, almost as much as a brainstorm type of thing as for anyone else to read...

So... as I mentioned previously, I am trying to get away from hit points and the like. So, I am considering something like this:

When shooting at a target, first the computer decides what area (legs, chest, head) are hit.

THEN it randomly generates a number; say, 1-100.

1-60 would be a miss
61-80 would be a minor wound.
81-90 would be a major wound
91-100 would be death

This would then be modified. For example... say a weapon was a bit crappy, it might get a modifier like -1.

However, this would not just subtract one from the number generated.

Rather, it would take away one space for each type other than miss and make it a miss! For example, a -1 weapon would be...

92-100 would be death
91 would be a miss
82-90 would be a serious wound
81 would be a miss
62-80 would be a minor wound
1-61 would be a miss

Things like long range, lower powered weapons, bad accuracy, moving while firing, armor, and the like would subtract. Things like shorter range, good accuracy, and more high power weapons would increase the number.

Keep in mind; this is a fairly representative system, in that it is not breaking up HITTING and HURTING. However, I like it. Rather than basically just making the extreme examples (i.e. the top of the chart, the death) less likely I think it spreads it out some. At some point (say at -6 or worse, or +6 or better) we could even start saying "penalties of -6 to -9 count as -6, -10 to -13 counts as -7) in order to make sure that it doesn't become TOO ridiculous. Also, there would have to ALWAYS be a chance of each category.

Just so folks know, I would imagine a light bulletproof vest might give you a -2, a heavy vest say a -4 or so, something like a wall a -6? I don't know, we'll have to crunch the math a little and see how it works out, percentage wise.

Plus, we could do some interesting things... lets say you were behind a wall that gave the shooting a -5 penalty.

96-100 would be a death
91-95 would be "the shot hit the wall!" (or "the bullet hit your armor" or...)
86-90 would be a major wound
81-85 would be "the shot hit the wall!"
66-80 would be a minor wound
61-65 would be "the shot hit the wall!"
1-60 would simply be a miss.

It opens up some possibilities for the narrative.

Now you might ask; why determine the TARGET of the shot BEFORE determining whether it hits? Well, that is to account for things like armor... for example, if your torso is armored to a -3, but your head has no armor, then the game needs to know if it should apply the armor penalty or not.

So. I don't know if this will be the way we do it (there may be consequences I haven't predicted) but we'll see!

Sunday, February 21, 2010

Name That Gun!

Howdy all!

So, got some more work done on the game... wanted to see if people could name the guns in the above picture, where some UN and US troops face off with some insurgents! I know it is hard, but give it a try... I think a few of them at least are fairly good 10 pixel representations!

Saturday, February 20, 2010

Just some haircuts...


Just wanted to post an in-game shot of the work, showing off the different head possibilities (without helmets or hats, of course.)

I've also added another shot... this is two squads, one a larger squad of well-armed soldiers (with the squad leader highlighted, displaying a command radius) and another, smaller spec ops squad slightly behind them. They are obviously all built on the same skeletons (the current desert camo skeleton) but have a variety of weapons and gear equipped.

Friday, February 19, 2010

A Random Assortment...


... of troops from the new game... featuring the first set of gear, which includes an assortment of weapons (M4, AK, MP5, SAW, sniper rifle) headwear, armor, and of course basic fatigues. So far, so simple, so good!