Tech tree plans

Let’s temporarily switch away from technical side of development and take a look at planning. Over initial course of planning we had several iterations over tech-tree plans. Here is how it looked like:

First plan was rather short and based off upgrades idea. Something that would enrich the game and allow to start a village with a believable encampment instead of stone Store in the wild:

Tech tree 0

Second one is detailed version of that. We thought that maybe player can start with wagon and choose a place to settle. We also played with idea of:

Tech tree 1

What if there are all sorts of wagons, settlers, military, trade. And boats:

Tech tree 2

However that quickly gets out of hand – wagons are disconnected from main town and there are all sorts of logistics issues, like – who will bring the food and supplies? That does not works well for a game where each and every ware is actually transported between locations. So next plan focused more on traditional ideas:

Tech tree 3

Newest plan shows 3 tiers of troops, something we would like to have for combat diversity. That naturally forms 3 branches of development:

Tech tree 4

As you can see – each next plan is different from previous, some ideas are added and some are rejected (often temporarily).

And some ideas:

  • Hunters cabin – very tempting, but how to process meat he brings, does it need to be cooked, does rabbit’s meat differ from wolf’s or deer’s? Hard to say.
  • Stash – neutral house placed on a map, whoever connects to it first – gains access to resources in it. However that might look weird, to build a road (spend stone) just to be able to carry wares out.
  • Farm – an option to choose the crop, corn, hops, fruits?
  • Bow tower – an early defense structure, to protect from rushes. Can be upgrade to a better tower perhaps, otherwise useless from tier 2-3 troops.
  • Trade wagons – loaded with wares, when two wagons meet they can exchange wares. Allow players to capture enemy wagons.
  • Catapults – we need heavy siege equipment!
  • Well – water supply, might be a clutter though, I think we’ll reject it.
  • Some kind of jewelry maker – having commodities would be nice, don’t know how they can enrich the game though.
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Live progress #6 – breeding pines

NextGame has got some growing pine trees today.

2014-04-04 raw woodcutters 2

This was not a small bit, here’s why:

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Gallery section

Gallery has been added – there you might see pictures from the articles and hopefully some new ones will be added soon.

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Live progress #5 – tile overlays

Today I’m going to explain how overlays are intended to work in NextGame. In NG terrain consists of 3D tiles that are morphed to follow the heightmap. Overlays are 3D models of special tiles “upgrades”. They are morphed too and are placed on top of the ordinary tile. Another important aspect is that they are aware of neighbor tiles and automatically select best shape to combine with each other.

2014-04-02-fields Continue reading

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Tile engine in 3D

Converting games from 2.5D to 3D is simple – make a terrain, put some 3D houses and units, setup perspective projection camera. Game logic still remains the 2D. Starting from the top – is it really that simple to make a terrain in 3D?

Tiles

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Live progress #4 – throwing old stuff away

Today’s went under the “Throw away old stuff” flag. Since the code is our property and art assets are mostly not, they all have to go. The process has started a few months ago already, but today it was mostly finished.

The game looks really empty at this stage. There are no replacements yet, except for a few elements. It is a fresh start, like an empty canvas ready to be filled with new stuff.

ware_unknown

So what’s been thrown away – read under the cut:

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Live progress #3 – tile surfaces editing

Tileset surfaces got some improvements. Now they are stored in XML instead of hardcode (which allows for handy editing in a Notepad). Of course XML is slower to parse, but for development we need it to be easy to edit. Improving performance in a code that runs only once on game loading can be done much later 🙂

Second big improvement is a pop-up window that is instantiated by tileset surfaces class:

2014-03-28 tileset surfaces popup

To be able to edit many of the settings in a developing game we need a tool that allows to see the changes live – and that’s the one. Pop-up is closely tied with it’s owner class, so no other element of the game is aware of its existence (that’s a good OOP approach). When changes are made in that window they trigger OnChanged event to which we connect the function to flush the caches and make the game recalculate tiles geometry (Surfaces affect that mostly). The pop-up looks and works exactly the same in the game as on this screen above.

In the future such pop-ups will carry the role of “on-the-fly” editing tools for the game. So e.g. UnitsTasks pop-up will allow to change settings such as work duration, produced ware count, etc.

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Neat advantage of 3D

3D models have many advantages over 2D sprites, (and drawbacks too), but when it comes to little details, 3D has a neat one – we can change how a unit model looks and that change is propagated throughout the game immediately. Take for example Serf, e.g. we want to give him a mustache – we change the 3D model, hit “reload resources” button, and voila – all serfs in the game have mustaches when walking any direction, carrying any ware, eating any food, just everywhere.

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Live progress #2

Spent a few hours on refactoring the code to modern Delphi standards. The language has noticeably improved in last decade. New iterators, generics, lambdas, other fancy buzzwords. It appears though, some of them are very handy and speedier!

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Adding FAQ

Added a new section, there are few questions there yet, so feel free to ask what interests you in comments!

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