Final optimization stats: Resolution: +50% Frames: -50% (vehicles only) Filesize: +446% (yeah...) VRAM Space: -77% (noice) If not for being forced to up-rez, it could have been even better. Cheers, C.Rad
Basic group movement added. This isn't flocking, not even sure we're going to add that at this point.
Cheers, C.Rad
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Spent the week reworking the road decal generation workflow and textures. See progress in 4 pics.
Also, 0.07 launch imminent.
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Here are the generic faction secretaries. This is set of uniforms, hairstyles and hats that we can mix to get a huge variety.
Should be enough for now.
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Decided to replace all icons in the game with easier-to-make and more readable icons.
These icons will be dynamic and be colored with the faction and camo colors in-game.
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Version 0.07 is available both here and on Itch. This focuses on tiles, maps, and map generation. Mainly a visual update.
Do check it out!
https://balancedbreakfast.itch.io/bombs-and-bullets
The implementation of flow maps continues. We finally have active object avoidance in-game now.
Still lots to do, but it's all coming together.
#gamedev #indiedev #pixelart #strategy #rts #2dgame #blender #flowmaps
Flow field pathfinding for single units now fully restored. They work for bridges and tunnels now.
We're introducing flocking to remedy the clumping seen in the vid.
Finally getting back in the saddle to make more assets. Here's the new vehicle depot to replace the old one.
The old one happens to be the oldest asset in the game.
Infantry squeezing past each other in tight spaces. Units with a valid path now reach their destination 100% of the time.
#gamedev #indiedev #pixelart #strategy #rts #2dgame #blender #flowfields
Here's some group movement and formations at the destination.
Still some jitters to fix, but that's easier to fix than getting flow fields and formations right.
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