Browsed by
Month: January 2007

More content and a VFS ?>

More content and a VFS

Once again the past days have been very productive when it comes to Project “W” (although I’ve been a bit distracted by the recent Dawn of War Addon) both in terms of content for the game and in terms of coding. As for the content, I modeled some new buildings so that I currently have 26 of the ~32 buildings finished. I’ve put my priority on creating models for the buildings you can construct right after the start of the…

Read More Read More

Smaller Steps ?>

Smaller Steps

As usual when a project has advanced a lot, like Project “W” did, the steps you make get smaller and smaller. At first you implement the big features and see big changes within a few days of coding but that phase is over for some time now. And therefore I’m currently working on a lot of the smaller things that make the game more playable/enjoyable, and that includes a lot of small facets of game design. The last days for…

Read More Read More

Translation ?>

Translation

Another long outstanding thing that I was “succesfully” getting around the last months was translation of Project “W”. But this is history, as I sat down the last few days and implemented translation features into the game. At first I wanted to use the ITE of BDS2006, but somehow actually didn’t like it. So I implemented the whole translation stuff myself, and you can directly translate strings in the game’s main editor “WeltEdit”, which then are referenced through unique identifiers…

Read More Read More

More AI, balancing and research tree ?>

More AI, balancing and research tree

Though I didn’t spent too much time on Projekt “W” since the last posting I still got some stuff done. Firstly I went for the technology tree, which was (very much like the list of buildings) something that I pushed back and back during the whole developement. But since the list of buildings is closely tied to the technologytree I actually had to do this, and many technologies are mainly there to unlock new buildings. Other technologies include modifiers for…

Read More Read More

Work on AI started ?>

Work on AI started

You read right, earlier than I expected I started to implement computer controlled enemies (aka “AI”) that’ll control all non-player regions. But before doing that step I did a lot on the code and made sure all features worked as expected and that there were no bugs left, so I can fully concentrate on the AI without having to fix problems or bugs at the same time. Luckily there wasn’t much to be done on that part, and except for…

Read More Read More

Raging battles ?>

Raging battles

Over the past days I implemented the last missing sub-feature of the military feature : attacking enemy regions. This was something I pushed back and forth all the time, cause before implementing it I had to be sure that the values and properties of military units would be final, and recently I made a third draft of what properties those units should have and how they would affect combat. The first draft (back in 2003) was too detailed with a…

Read More Read More