While working on the remaining settings for the battlefields in “Phase 2” (in total, there will be eight different settings, including snow, deserts, lush and dry scenarios and so on) I felt that the look of the hex battles didn’t match the rest of the games visuals. They were too flat, no shadows and nothing surrounding them except the skybox. It just felt bland and urged me to change something about it, and I did.
[Read More]
100k visitors and some Projekt "W"
Since relaunching my page with Wordpress back in march 2007, there have been over 100,000 visitors to my page. Although this does not sound much at first, I guess it’s pretty good for a personal page (together with the fact that there were roughly 75,000 visitors to my page before that relaunch) and I hope that all those visitors enjoyed my projects, demos, applications and tutorials. And for those interested in numbers, I just saw that the** traffic generated by my page for the first five months of 2008** (including views and downloads) has topped 1.
[Read More]
New feature for "Phase 2"
While doing some miscellaneous coding and design-related stuff for “Phase 2” of Project “W”, I had a sudden inspiration for a new feature in order to get more dynamics into the gameplay. The new feature I therefore implemented is a stock market. Nothing revolutionary (I guess most games similar to Project “W” have that feature too) but it’s bringing much more dynamics into the game’s flow. In “Phase 1”, you can only make resources with the regions themselves, but the new stock market will allow you to make a lot of resources (or loose a lot) within a short amount of time, but with a lot of risk.
[Read More]
Resuming work on "Phase 2" of Projekt "W"
The last news concerning “Phase 2” of Projekt “W” dates back to february, but I recently decided to resume work on “Phase 2” again (after playing a lot of Guild Wars in a new guild) and over the last couple of days I finished a new part of the GUI that you’ll see when you attack a region. If you’ve followed my postings on “Phase 2” you should know that the player will be able to either simulate the battles or to fight it out himself on a turn-based hex battlefield.
[Read More]
Impressions from the battlefield
Amongst other stuff, I’ve benn mostly working on the different battlefield settings for the turn-based battles that’ll come with “Phase 2”. As of now I plan to have eight different settings (ranging from desert, to snowy, to lush and so on), and each setting also having different maps. This should bring in enough variety into the turn-base battles to make them fun to play. Here are some in-game impressions from the settings I started working on (note that they’re all still work-in-progess, especially the 3D models like trees and buoldings) :
[Read More]
Skinning of military units finished
The title says it all. During the last few days I created all skins for the existing cast of military units and made the 3D models ready to use them, which means changing some parts of the model itself (most models now also have a lower poly-count, which is good for the turn-based battles) and unwrapping the texture-coordinates (a lot of work, it’s not easy, especially not for the more complex models).
[Read More]
First new skinned military unit
In “Phase 1”, all military units have the same look across all nations. This is something I actually never wanted, but had to do due to time restrictions. This will be history with “Phase 2”, as (in addition to the new unique units for all nations) all military units will have different skins for each nation. Those of you that at some point did UV-mapping of a 3D-unit know that it’s not easy to create a half-way good looking skin, especially if you haven’t much experience in this field.
[Read More]
Projekt "W" - Roadmap for "Phase 2"
On a quick note, I have uploaded a roadmap for “Phase 2”, you can take a look at it here. It lists all tasks that are still open, and the tasks I already finished. I’ll update it over time so you can see progress on “Phase 2”. Also please note that some stuff I’ve been talking about for “Phase 2” isn’t on that list yet, but it may be added later on.
[Read More]
More on the manual hex battles
Besides other smaller things I finally implemented the A* search algorithm for the manual hex battles, which was the most important part to get the AI working. So if you battle an enemy controlled region now, the computer enemy will be able to find it’s way across the battlfield and around any obstacles towards your units. Next step is now to tweak the battle calculations, something a lot of people weren’t satisfied with.
[Read More]
2000 downloads and more on "Phase 2"
Since it’s release on august 14th, “Phase 1” of Projekt W has been downloaded over 2000 times. Considering that turn-based games are a niche nowadays, with only a few exceptions (like the Civilization series) I’m pretty happy with the number of downloads. But what makes me even happier is the feedback I’ve gotten from those that played the game. With my recent projects, feedback was very rare, with the exception of my regular forums I also posted about my projects, but with Projekt W that changed.
[Read More]