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Author Topic: Battlescape development  (Read 289973 times)

Offline Daiky

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Re: Battlescape development
« Reply #150 on: May 16, 2011, 06:36:46 pm »
I did also write about the throwing trajectory on my blog, with screenshots:
https://www.daiky.be/2011/05/implementation-of-throwing-trajectory.html
for those interested.

darko

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Re: Battlescape development
« Reply #151 on: May 23, 2011, 03:27:15 pm »
Daiky, thumbs up. Looked last dev version, it's already looks cool even without ai and grenades, great work done.   :)

Offline Daiky

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Re: Battlescape development
« Reply #152 on: May 26, 2011, 10:44:25 pm »
Thanks darko.
I quickly uploaded a vid for people not wanting to have the trouble of downloading a build and run it, but still want to see what's coming in release 0.3 battlescape :
https://www.youtube.com/watch?v=kF8Z3Sl2Ceo

Offline Daiky

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Re: Battlescape development
« Reply #153 on: June 08, 2011, 09:23:25 am »
before people start panicking about the fewer updates on my side... I'm on holiday for 2 weeks... without my c++ compiler :p

Offline SupSuper

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Re: Battlescape development
« Reply #154 on: June 08, 2011, 07:33:37 pm »
before people start panicking about the fewer updates on my side... I'm on holiday for 2 weeks... without my c++ compiler :p
How can you live without it! :o

Offline hsbckb

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Re: Battlescape development
« Reply #155 on: June 09, 2011, 12:30:47 am »
Daily, enjoy your holiday.

Offline liamdawe

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Re: Battlescape development
« Reply #156 on: June 27, 2011, 08:54:20 pm »
Hope the holiday was good, i'm still lurking waiting for this project to mature, loving your work!

Offline Daiky

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Re: Battlescape development
« Reply #157 on: June 30, 2011, 04:13:21 pm »
Holiday was excellent. We went to Iceland, an amazing country. I'm currently working on a nice vacation video ;D

darko

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Re: Battlescape development
« Reply #158 on: July 02, 2011, 08:42:41 pm »
don't wana be a bad guy here... but will we see any updates from anyone in this month..?  ;D

Offline Daiky

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Re: Battlescape development
« Reply #159 on: July 12, 2011, 02:30:21 pm »
ok, I'm slowly getting back into the game... I had no pc for a while, now I have a new PC, was busy installing everything again, so I just got Visual Studio again up and running :) Expect updates within a week.

Offline Daiky

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Re: Battlescape development
« Reply #160 on: July 15, 2011, 03:35:23 pm »
updates! :)
Ok, I finished the grenade priming screen and functionality to prime grenades.
Only the colors are still a bit off, it's not my strongest point... I miss SupSuper :p
« Last Edit: July 15, 2011, 03:59:22 pm by Daiky »

Offline R

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Re: Battlescape development
« Reply #161 on: July 15, 2011, 04:53:59 pm »
Looks good so far.  One question: do the numbers represent turns?  If so should we not lower it? A number range over 10 (perhaps even 5) seems a bit overkill.  ;D

Offline Daiky

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Re: Battlescape development
« Reply #162 on: July 15, 2011, 09:20:29 pm »
hi R.
You are right, but the purpose is to stick to the original for now. It does not do any harm to have these big numbers :) Althought it totally makes no sense.

If I would have to re-implement this I would just remove the "set timer" screen entirely.
- after you primed a normal grenade, you can throw it, after the turn is over, the other side gets time to move away and after their turn the grenade explodes.
- after you primed a normal grenade, you can hold it in your hands (to cook a grenade as soldiers call it), end the turn and the next turn you have to throw it and it explodes immediatly after it lands. If you did not throw it this turn, it will explode at the end of turn in your hands. (a warning message is shown first to confirm the end of turn when holding a live grenade)

This last option gives the opportunity to throw a grenade without giving the opponent the chance to dodge. However, there is a risk (if you run out of time-units or the grenade lands bad or you get shot the grenade will explode and maybe hurt team mates) and it requires planning ahead (the alien that is now in a good spot to grenade, mayb not be anymore the next turn).

- after you primed a proximity or heavy explosive, you have 2 turns to place it and run to safety, before it either activates or explodes.
« Last Edit: July 15, 2011, 09:29:14 pm by Daiky »

Offline Daiky

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Re: Battlescape development
« Reply #163 on: July 16, 2011, 08:14:21 pm »
The set timer screen looks better now :)
And I have added another important screen, the end turn screen:

Offline R

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Re: Battlescape development
« Reply #164 on: July 17, 2011, 09:34:17 pm »
Quote
If I would have to re-implement this I would just remove the "set timer" screen entirely.

I would keep the timer for the proximity & HE bombs and for possible future implementations.
Although your priming example looks interesting it will needlessly complicate matters.  I would just let the grenade detonate on impact.

Edit 3: Moved to Suggestions - Ground Elevation
« Last Edit: July 18, 2011, 07:07:17 pm by R »