Fall Update: Empire and Revolution
Still working… not much broad features to expand on. Lots of small features to work on. There’s always the danger of scope creep but I think its good to try to work-in features and unit behaviors early-on so that foundational issues are quickly caught. Luckily so far haven’t encountered any major refactors. Probably biggest refactor / re-work is the thinking on how maps will be generated. At first I was using procedural generation direct to map generation… but now I realize I should allow for maps to be imported from photoshop layers as well. So now there will be the option for player custom maps to be easily drawn in a Photoshop-tool. This should a) allow for historical battles to be manually designed and b) allow for quicker prototyping of map features via Photoshop. Procedurally generating everything was tedious because it was difficult to get maps that looked good quickly. It may make more sense to make photoshop abstract drawings and then procedurally expand on the drawing.
Anyways here’s a bunch of screenshots and gifs:
Unit behaviors
Infantry can fire multiple ways now to handle the ways in which musket firing in groups evolved over time. A good blog post can be found here which matches similarly to what i’m using as reference. http://forum.milua.org/archive/TactiqueUk.htm
Other work is simply polishing reload behavior, polishing how formations are changed. Ultimately its important to make sure agent behaviors are solid-tight before expanding on AI, since unit behaviors obviously have ramifications for AI planning.
New artillery shots
Also name test: Empire and Revolution? Empires and Nations? I like Empire and Revolution since it encompasses the history of the periods being covered… but its a bit wordy. That’s it for now. As always gifs take up an inordinate amount of time to make leaving not much time for writing.