Thursday, March 24, 2016

Game Update

Hello there!

I know I haven't been posting of the game for about a month now. I have been working on it but unfortunately could not give too much time to it. I have other things to take care of and giving as much time to the project as possible.

I have made the enemy entity. To make it work took a bit more time than expected. Also updated the Citizen AIs. Now player does not need to place roads for them to walk around. As I said earlier the roads will look more organized and Citizens will be able to move on the road faster.

Also had to change the structure of the game a bit which took the most time. After the change there were some bugs to fix. Most of the bugs have been fixed but I know there are still some.

Currently I am working on adding wild life to the game and maybe hunter type Citizens to get food from the wild life. I was also thinking of adding Environment factor. What I mean by that is that cutting down too much trees will lead to air pollution, something like that.

Anyway I will try to post soon again if all goes well. Stay tuned.

K Out!

Friday, February 26, 2016

Game Update (Beautification, New Buildings and more)

Video: Episode 2



Fig. 1: Overview of the game.

Fig. 2: Game view.

New Features:

And then he said Let there be color and sound! or something like that :) . Made the game look a bit better now. Changed the texture of the terrain and added texture to some buildings and roads. Improved some of the models as well.

Added two more new buildings, the iron ore mining building and the iron smith. The mining building must be placed near the iron ores just like for trees and stones. The miner collects the iron ores from there. The iron smith later converts those iron ores to irons which will later be needed for making other items.

Added new tree and stone models. The models of the wood and stone also have been improved. Particle effects have also been added. This looks really nice in the game :). Added sound to the game. Now it feels like the game got some air in it. Also added tool tip to the game. So when the player hover the mouse over the buildings in build option it will show a brief description of the building and how many materials it requires to be built. No need to guess or remember which building cost what materials.

Issue Fixing:
Fixed the scaling issue (i hope). Now there won't be any issue of the items being big and small in some parts. This was bugging me for a long time hopefully it won't happen again. Also fixed some movement related issues again.

What's Next?
Will try to improve the rest of the models and add texture to the ones that doesn't have it. Adding new farm, materials and weapons. Also haven't added day/night cycle so maybe I will do that as well. Deleting options for buildings, walls and roads (This is a must). Improving the UI of build option. Also whatever pops up in my mind. :D

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K Out!

Wednesday, February 17, 2016

Game Update (Transporter AI and more)

New Features:

Fig. 1: Transporter AI.


Finally finished adding the transporter AI. Now the player can order this type of AI to move goods/produce from one storage to another. Fig. 1 shows how a transporter AI looks like.

Fig. 2: Transporter button highlighted in red.
Fig. 3: Transporter AI Panel



To order the transporter AI the player must open up the Transporter UI. To do that the player must press 'E' near a transporter AI and click the 'Transporter' button, Fig. 2. After clicking that a new panel will open up, Fig. 3. This is the transporter AI panel. Here the player can choose which goods/produce to transport by selecting the buttons. The 'Limit to reach' will make sure that that much of good/produce are available in the storage before transporting. The 'Unit to transport' slider decides how many good/produce to transport.

Fig. 4: Selecting the storage to transfer goods/produce from.


Fig. 5: Green marker.

The player later needs to select the storage from which the goods/produce will be transfered from. To do this the player first have to go near a storage and press 'E', Fig. 4. Once the player has selected that storage a green marker will hover over that storage, Fig. 5.

Fig. 6: Selecting the storage to transfer goods/produce to.


Fig. 7: Red Marker.
Next the player needs to select a storage to which goods/produce will be transfered to. To do this the player first need to go near another storage and press 'E'. Fig. 6. Again once the player has selected that storage a red marker will hover over that storage, Fig. 7.

Fig. 8: Overall view.


Once everything is done the player can simply press the 'Start' button and the transporter AI will start to move goods/produce between the selected storages.

Added 3 new buildings, University, Transport and Blacksmith Bagpack. The University building creates new engineers. More engineers means faster town building. Transport building creates new transporters. Blacksmith Bagpack creates new bagpacks which are needed by the transporters to carry goods/produce.

Issue Fixing:
Fixed another issue related to the AI movement which made the AI go in a straight line. Now temp roads does not go underground or they do not keep flickering with the ground. Selecting an AI is no longer difficult. The player can go near it and press 'E' without the AI info panel disappearing when the AI moves away.

What's Next?
Will try to add new textures to the terrain. Maybe a day/night cycle. Will also try to fix the scaling issue. That one has been annoying me for far too long. Also whatever pops up in my mind. :D

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K Out!

Friday, February 12, 2016

Game Update

Issue Fixing:
Have been fixing some AI movement issues. There were times when the AI would just go in a straight path instead of following the roads. Looks like even the AIs want to break the law :D . So had to to fix that and hopefully there won't be any problem related to that in the future.

New Features:
Now the AI will search for the nearest interested building. For example if there are two or more buildings which have work available the AI will choose the one which is nearest to it. If the AI wants to go to a storage it again will find the nearest one first and then go to it. This really improves the feel of the game a lot. Before it was finding the first interested building which looked and felt kind of dull.

There is also a range involved in finding interested buildings. If the AI can't find any interested building within its range, even though there are some in the game, then it will keep searching. This also gives some substance to the game as the player will have to plan out how to proceed in making the town. This also creates a problem which is that certain elements won't be able to be present to the AI. For example, if there are some workers that require woods for their processing and they are out of range of the storage that has some wood then they will never reach those woods. Don't worry I have come up with a solution to tackle this problem which I will talk about in the next feature (basically the last paragraph :D).

I haven't uploaded the game yet. I will do so once the above problem have been resolved. No need for one side of the town to be completely idle for this problem.

What's Next?
I am working on transporters at the moment. These AIs will be able to transport goods/produce from one storage to another. This will solve the goods/produce out of reach problem. The player will be able to tell the AI which goods/produce the AI is suppose to take and to which storage it is suppose to transport. I will also try to implement when the AI is suppose to transport the goods/produce when a certain limit has been reached.

K Out!

Wednesday, February 10, 2016

Game Update

Fig. 1: Overview of the game.


Fig. 2: Overview of the game.


Fig. 3: Gates.

Alright, this is really kool. Had a small gripping issue with the walls, fixed that! Now the AIs goes through the gate. When ever a citizen AI is near the gate it will open its doors automatically. In Fig. 3 you can see the gates that the AIs are going through to get outside. Now there is protective barrier around the town.

What's Next?
I will fix some of the problems currently in the game. Will add some more building elements especially a building that improves the mood of the AI. Improve the looks of the environment and whatever else pops up in my mind :D .

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K Out!

Pathfinder Update

Just added A* to find path and looks so much better :D . Also fixed some building issue. Before when adding Spatula or Sickle Blacksmith would give error. So fixed that.

Tuesday, February 9, 2016