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Sheepo
Joined: 08 Jan 2008 Posts: 65
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Posted: Thu Oct 01, 2009 11:08 pm Post subject: |
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| The game is looking pretty good right now. I'm cleaning up the code a little bit to make my job a bit easier and reduce the time it will take me to move the test map to the main map by many hours. I decided to add a bit more to the test map before I let others test it, but it should be ready today. |
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Sheepo
Joined: 08 Jan 2008 Posts: 65
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Posted: Sun Oct 11, 2009 5:21 pm Post subject: |
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I finished the test map and I moved it over to the main map. I cleaned up a ton of the code and it's now a lot easier to edit. I can now place a base and a circle of power into the editor and the map automatically registers them without adding any additional functionality. Overall, the map works fine and the triggers work well, but I still have a big problem which could set me back either quite a few hours or even a few days. Despite the fact that I removed all or most of the leaks, there still seems to be something that's causing bad lag. It doesn't gradually increase, but remains constant through out the game.
The sourse of the lag comes from the base triggers, which runs through 177 bases in a loop every .20 seconds. As far as I'm aware, there are no leaks in these triggers, but they cause massive lag. If anyone can give me a tip on how to deal with this, please do. |
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Sheepo
Joined: 08 Jan 2008 Posts: 65
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Posted: Sun Oct 11, 2009 5:47 pm Post subject: |
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| Eh... nvm. I think I fixed my problem. Took about 30 minutes. |
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Sheepo
Joined: 08 Jan 2008 Posts: 65
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Posted: Wed Oct 14, 2009 1:52 am Post subject: |
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| I might host my first test on the real terrain later today. If not today, then tomorrow. |
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PsycoMarauder Site Administrator
Joined: 12 Jul 2007 Posts: 627 Location: Sacramento, California, USA, North America, Earth
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Posted: Thu Nov 05, 2009 5:52 am Post subject: |
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Map finished? _________________ Dont forget kids:
The higher your postcount,
The bigger your penis is!
(I'm the only exception. Many posts, but sooooo little penis!) |
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Sheepo
Joined: 08 Jan 2008 Posts: 65
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Posted: Sat Nov 07, 2009 1:54 am Post subject: |
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| PsycoMarauder wrote: |
| Map finished? |
In a way, yes. I could release the game, but I decided to add more to it, which will greatly improve the quality of the map. I've made tons of revisions, but I've taken about a couple week break from the map after working on it a ton over a 2 month stretch.
Most of what I will be working on will be visuals. I thought I had a good thing going with floating text, but I decided to scrap floating text and use other methods of visually describing the game.
First, the minimap display will be greatly improved. There will be a custom minimap feature that allows you to decide the method in which you display bases on the minimap:
1. When clicking on an empire, you can clearly see all the bases and the main base of that particular empire on the minimap
2. You can change the minimap display to display bases according to what empire they belong to (either all empires or all empires owned by a player)
There will be other minimap display options as well as other visuals that will make the game a lot easier to understand and play through. Right now I'm doing a lot of stuff for clubs, it's coming to the end of the term, I have a load of work to do for my classes (including my thesis paper), and I have a lot of work to do for college applications. It will be likely a couple more weeks until I begin working on this map again. Here are all the things I can think of that I need to do to complete this map:
Display:
1. Finish Multiboard
2. Finish Minimap Display
3. Circles of power will change color according to the color of the owner of the empire it belongs to. It will also blink the player color while that player has added the base to a new empire, but has not created it. That needs to be finalized also.
4. Find alternative for indicating name of empire (the name of an empire a base belongs to was shown above in floating text. I may or may not decide to keep that, but I'm searching for better ways).
5. Add messages when players perform actions, turn timer expires.
trigger work:
Pretty much all the trigger work relates to display settings, but there are a few things I need to complete as well:
1. Finish system that controls the cost for adding bases to new empire.
2. Finish system that handles player resources.
3. Go leak hunting (I've recoded all the base triggers. They were really inefficient, but they are better now. Because of that, the game doesn't leak horribly, but it still leaks. It will be noticed in a big game over 30 minutes long).
Terrain and object editor work:
I've move past the test map, and now all work is being done using the map's real terrain. The terrain is not done however:
1. I have to create places where ships can only unload and load units specifically, like in Devolution.
Beyond that I won't go into specifics, but quite a bit has to be done beyond that. The bulk of the work that needs to done in no way includes the terrain.
For the object editor/units:
1. Change collision of tanks so spawning tanks doesn't look so messed up especially on an overly crowded island.
2. Set a limit to the amount of units that an area around the main base can contain. This is because the main base stores all your empire spawns, and they spawn at the center of circle of power through triggered abilities. That means that a unit will be created regardless of the amount of required to spawn a unit the "normal" way.
Obviously it looks like a lot, and it is. While the list is long, most areas I'm basically done with. The map is pretty stable and seems bug free, but I'll have to continue testing the map to see if this is true (especially with the new triggers). The triggers are for the most part done, and the work for this map is probably 80% trigger work. The object editor work is almost done, as well as most of the other triggers that need to be done. Most of what I need to do lies with game display, and that might take a bit of time. |
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