BnB
Dev: |
Commander Rad |
Tools: |
Love2D, Blender, Spine, Affinity Designer, Affinity Photo, Zeplin, QGIS |
Web: |
+ Version 0.01 released and is available here: balancedbreakfast.itch.io/bombs-and-bullets
- Future versions will be significantly different, with terrain added, art assets switched, more units and much simpler pathfinding
- Pathfinding is getting nuked. It's not that we couldn't get it to work, it's that it would prevent us from adding in a ton of features
+ Laying in the groundwork for terrain. This will be the main task for the upcoming month
+ Reduced the terrain tiles sprite sheet from 96 frames to 76 frames per tile
+ Mouse selection made into pseudo-3D. Need to make the selection box pseudo-3D as well, this has yet to be done
+ Multi-layed terrain tiles, used for bridges and tunnels, are in. This is the core feature of the terrarin update and will be the most challenging to implement. (pic)
- Mutli-layered terrain editing is very clunky at the moment, you need to delete the top layer to edit the bottom layer. It's functional though.
+ Basic mutli-layered pathfinding is in.
- However, due to the 2D visuals of the game, it will be impossible to order units to tiles obscurred by other tiles, like directly under bridges or in tunnels, they can only pass through. (pic)
+ Started investigating how to export and format large amounts of real world height map data for the game
+ Heightmap output and automation tests complete, working pretty well
+ Will start doing heightmap import tests soon once terrain features are more stable
+ All visuals for a helicopter unit was completed, but we're not going to touch that for now
+ New character concept artist is on board
- Old character concpt artist has departed
+ Here is the current music playlist for anyone that wants a listen:
+ playlist: soundcloud.com/user-255042164/sets/b-b-ost
- For those that would like to use the AGDG recap, its here: recap.agdg.io