In “Phase 1”, all military units have the same look across all nations. This is something I actually never wanted, but had to do due to time restrictions. This will be history with “Phase 2”, as (in addition to the new unique units for all nations) all military units will have different skins for each nation. Those of you that at some point did UV-mapping of a 3D-unit know that it’s not easy to create a half-way good looking skin, especially if you haven’t much experience in this field. So it took me half of this day to create the skin you see on the shot’s below. But all the tanks use the same tank body (only with a different turrent) so that I can reuse most of that skin for the other tanks too.
I guess this will be my last post for 2007 so it’s time to thank those of you that downloaded and played/used my games and applications. And a special thanks goes to all those people that gave me feedback, as especially the feedback for Projekt “W” was great. I just hope that 2008 will bring as many downloads, updates and feedback as 2007 brought.
So a happy new year for ye all, and have a merry yule tide!
On a quick note, I have uploaded a roadmap for “Phase 2”, you can take a look at it here. It lists all tasks that are still open, and the tasks I already finished. I’ll update it over time so you can see progress on “Phase 2”. Also please note that some stuff I’ve been talking about for “Phase 2” isn’t on that list yet, but it may be added later on.
Besides other smaller things I finally implemented the A* search algorithm for the manual hex battles, which was the most important part to get the AI working. So if you battle an enemy controlled region now, the computer enemy will be able to find it’s way across the battlfield and around any obstacles towards your units.
Next step is now to tweak the battle calculations, something a lot of people weren’t satisfied with. Currently you can easily crush huge divisions with only and handful of units, mostly air units which are a bit overpowered. So next I’ll try to tweak those calculations to make the battles more balanced.
Here are two screencaptures of the A* search in “action”. Cost-calculation isn’t perfect yet, so the path that’s calcualted isn’t always the best one. Left shot is A* in-game, the right one shows A* in my external battlefield prototype :