Sorry all for the long wait. I have been working on a website for a Northwestern Innuvation Competition. That has kept me pretty busy, but I guess I also got a bit burned out working on Tactics.
Anyway, there have been a couple of important improvements and fixes made in the game engine:
- Pathfinding algorithm has been significantly improved. Time taken to calculate movement paths for a radius of 7 squares is around 75 ms in debug build, 10ms in release :). This is down from the previous average of 400ms in debug build and 150ms in retail. Net improvement: 433% (debug), 1400% (retail)!
- AI has also been significantly improved. They will now move to the square which gives them the best chance of hitting you (the back or the side). So far the time taken for the AI to calculate its move is around 1-2ms, maxing out at around 20ms.
- Lighting has been added to the game! So far the currently lighting scheme is ambient and was used to darken the terrain. Directional lighting and shadows will be added later.
- Camera now moves according to the pointer's location on the terrain. Camera change is also very smooth.
- Rotating the camera now accelerates when close to the middle of the rotational period.
- Edited terrain map.
- New enemy sprites
- Add more terrain textures (system is already in place for different textures)
- Add system to allow for non-stretched textures on the side of elevated tiles.
- Add terrain textures to go with the side of elevated tiles (this is gonna be time-consuming)
- Add directional lighting and shadows (maybe even dynamic shadows based on time of day *cough* hopping on the bandwagon *cough*)
- Replace current sprites with custom sprites and most importantly working attack animations.
Video:
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