Тёмный

Forward Operations: Devlog #2 - Smarter, More Capable Soldiers 

Damage Algebra
Подписаться 68
Просмотров 728
50% 1

It's been 90 days, so time for the second devlog!
Forward Operations is a game being developed by a single dev in their free time in Unity. The idea is to add soldier psychology to the class real time strategy (RTS) game formula. Base building is about providing for your soldiers and taking care of them so they they are at their best on missions. New devlogs are published at least every 90 days.
Several updates are covered in this devlog: data architecture improvements, AI goal oriented action planning (GOAP) improvements, and enhanced soldier capabilities like issuing direct orders, equipping items, spotting enemies, and firing at enemies.
References:
- Free Unity GOAP Library from CrashKonijn: github.com/crashkonijn/GOAP
- Field of View Series Playlist from Sebastian Lague: • Field of view visualis...

Игры

Опубликовано:

 

29 мар 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 4   
@Wise_That
@Wise_That 4 месяца назад
Love this series, finding it very useful, thanks! What asset pack are you using? I love the style of these soldiers, kinda reminds me of 2007-era runescape in a really nice way which makes them feel simple and approachable and without too much noise, but also just rich enough to have a personality.
@damagealgebra
@damagealgebra 4 месяца назад
Very glad to hear that you're loving the series and finding it useful - thanks for watching and for saying so! The characters and objects in the world come from Synty Studios - they have a whole line of low-poly assets bundled around specific themes. I own...entirely too many of them. You can find their stuff on the Unity Asset Store, or you can go to them directly here: syntystore.com. The pack I've mostly used so far is their Polygon Military pack, available here: syntystore.com/products/polygon-military-pack. Happy building!
@JosepPi
@JosepPi 4 месяца назад
Great video! It does sound you over complicated the GOAL system but it is part of the journey. Love your component design you have going on here. I almost implemented something similar myself but I ended up going for a different approach. Can't wait to hear your experience with it! I also love the concept of the game. I did not really enjoy Sims but I definitely love Rimworld so I would love to know more details about that part of the game. Also, correct me if I am wrong, but this sounds like too big of a scope for a single developer. These two genres on their own are extremely complex to program. I am doing exactly the same mistake on my game so I completely understand. Good luck with the project!
@damagealgebra
@damagealgebra 4 месяца назад
Oh yeah, I definitely over complicated the goal system for sure! I try to do quarterly devlogs, so I'll be sure to put an update on how the component design is working out in the next one for you! I'm hoping it'll be a positive update, but who knows, the project is young! I feel you on The Sims. Rimworld is absolutely an inspiration as well, so with any luck it will tick all the same boxes for you that Rimworld does. The structure building will probably be a little more RTS-like than Rimworld-like, so you'll plop down buildings instead of building walls and such, but the pawn health/psychology management and the random events/missions that you send pawns on will definitely be there. Philosophically I'm leaning towards the "story teller" side of things. That said, yup...this is probably way too ambitious, but part of the reason I'm putting it out in the world through these devlogs is to build a small community of people who are interested and who I don't want to let down. So I very much appreciate you taking the time to watch and comment because it's very motivating - thank you!
Далее
🎸РОК-СТРИМ без ФАНЕРЫ🤘
3:12:10
Просмотров 1,4 млн
Is Procedural Animation Worth it?
19:47
Просмотров 74 тыс.
I Optimised My Game Engine Up To 12000 FPS
11:58
Просмотров 619 тыс.
How do non-euclidean games work? | Bitwise
14:19
Просмотров 2,4 млн
3 Hours vs. 3 Years of Blender
17:44
Просмотров 4,4 млн
How I would approach gamedev (if I had to start over)
18:34
Dear Game Developers, Stop Messing This Up!
22:19
Просмотров 699 тыс.
How Games Have Worked for 30 Years to Do Less Work
23:40
4 Godot 4 Devs Make 4 Games in 44 Hours
25:19
Просмотров 500 тыс.
I Used Godot For 100 Hours, Here’s What I Learned
35:09