Made a lot of progress with tile decals, which is mostly going to be used for roads in future, but can be used for other things, like farmland or paths.
Cheers, C.Rad
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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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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.
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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.
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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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.
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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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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.
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
Basic group movement added. This isn't flocking, not even sure we're going to add that at this point.
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