Freitag, 5. Dezember 2014

CamoTactics Update: Improved Sound, UI, Plants, Chests, and more!

I made good progress on CamoTactics. I settled with a decent UI style, improved sound (you'll love this), created a ready-for-action mission system, including general polish, amongst more. The next release is planned towards end of December or start of January next year. Till then, you can download version A1B5 build here:

CamoTactics Alpha 1 Build 5

Sound



Sound is finally played directionally or in stereo. Different sounds are used depending on your distance to the sound played. In other words: an explosion in the distance has a more damp or dull sound as one played up close. This can be extended to all sounds, but it'd make only sense for really loud ones (gun shots/explosions). The result of this however is really amazing and has enhanced the gaming experience  A LOT.


Mission System


The mission system I prototyped before A1B4 release has been finished to a state it can be used to create mission based gameplay. As far as I'm concerned, I should be able to do most if not all functions a decent mission requires. For example, I can make enemies spawn if certain conditions are met, let a dialog pop up, start a new mission, kill off one entity, add HP to one entity, and so on. The player receives reward upon completion, and you can also fail your mission (even if you dont know you did - this still needs decent UI feedback).

 

AI Improvements & Other Additions


I've experimented with AI, improving targeting by taking sensors into account, and adding a simple zombie bot. That zombie bot is going to be the base of all AI I'm going to make , and I've prepared a solution for pathfinding already. AI is still a huge deficit in this game. To the left you see a squad of enemy soldiers being spawned once you enter a certain area (There's a missile in white shot from an friendly AI bot about to hit them and kill them all).

Other things that were added are chests, death avatars, plants that grow and are harvestable, (still buggy) melee weapons and fire modes, customizable weapons (you can use that already), a prototype skill system and a new HUD. As for general polish, the screen is shaking now if the player is close to an explosion and improvements to UI components have been made. I've also implemented mouse control to the game. You can aim and use most components, including the inventory, with it


Current Progress


I'm currently in the process of reimplementing visual effects such as explosions, muzzle flash, and other particles. Doing this I've noticed many flaws and unnecessary complexity in the visual controllers for entities. I'm in the middle of implementing a complete new, much more simple and flexible system. It allows me to do some neat things in the future as well.


Despite of some delays the game is getting forward and I will keep pushing it forward. Considering the progress, I won't be able to finish this game with complete story for the planned release in February. But I think it is realistic to say that till then, it's going to be out of alpha stage with one completed game mode (likely tower defense/zombie mode) for sure. There are still a lot of things to do in terms of AI, doing missions/levels and the story itself.

Until February next year, I expect to have a decent AI, most of the planned UI screens,  and a working skill system in place. Improvements I want to realize till then mostly surround camouflage mechanics, shaders, camera/viewport, dialogs. Also: more content.

Donnerstag, 4. September 2014

CamoTactics Update: Pixelart, Particles & Inventories

It's been silent around CamoTactics lately.  I've been going on and off track from game development during the last two months. Part of that was caused by family meetings, the other by motivation issues.

As of recently I've been eagerly working on new features however, and there are plenty! Example: some first drafts for ranks/levels/skills/factions, size based inventories, a new way of handling graphics, customizable weapons, freshly awesome pixelart, particle effects, a new main menu and also basic in-game dialoge. All of this goes with some heavy optimization here and there too!

 The main menu is now animated, with moving tank, ground camo and particles. This screen and the UI still needs a lot of work.

 Inventories support multiple item sizes and weapons can be customized. You can also switch between the character's inventory and the inventory of the vehicle you're currently driving.

Experimental particles have been added for shooting and traveling over different terrain types. Looks promising, but that system requires better code.


Despite of the break I am very happy with the progress, and there's a good chance this game is going to get finished! The next release is planned on 19th September, so stay tuned.

Thank you for reading!

Samstag, 12. Juli 2014

Camo Tactics Alpha 1 Build 4 released!

Alpha Release 4 is out! Get it on GameJolt or Indie DB!



CamoTactics Alpha 1 Build 4


 
Many features were implemented and I worked off all planned items, including some that I considered optional. Interestingly, most of this was implemented during the first two weeks after release 3, and that productivity spike sadly slacked off in the following two weeks. I am still very satisfied with the progress I made this iteration. To recap what I wanted to implement this month, here is the full list:
  • [DONE] Make installation easier. There's multiple ways to do this (installer or bundled jar) and requires more research.
  • [DONE] Extend UI functionality (preparation for main menus and missions)
  • [DONE] Get rid of the prototype-ish graphics and replace them with better ones.
  • [DONE] The early prototype of this game included a very simple "camouflage" system which gave combat an interesting twist. This system is going to be re-implemented.
  • [DONE] Performance and usability improvements
  • [DONE] Many bug fixes (primarily inventories, weapons, sound) and internal improvements
  • [DONE] adding some first particle effects
  • adding infantry
  • mounting vehicles
  • [DONE] more advanced AI

I have a lot of plans for the next build already, which is going to be scheduled for 16th of August. On my list are:
  • "Walking" AI. So far I only have one for immobile static defenses.
  • A first stub of the Tower Defense Mode, as attacker. I can possibly get that one running till then.
  • A first stub of the Mission System.
  • Playtesting revealed I need better possibilities to take cover. Infantry is going to be a lot more fragile than tanks, so this is VITAL. For this I'm going to use obstacles such as trenches or bunkers as "sensors", and these sensors reduce damage or even have the chance to eliminate a projectile if it touches that sensor. This can be different to each projectile type, such that Missiles aren't able to travel through a wired fence, for example.
  • Reimplementation of Infantry. Infantry was not adapted to gfx changes made prior alpha 1 build 3 and thus taken out of the game, so I'm going to reimplement them next update.
  • Infantry mounting tanks (later vehicles).
  • Many internal improvements, cleanups and bug fixes.

Optional list is:
  • Play around with armed motorcycles.
  • Consider overheating as additional weapon property.
  • A "size-based" Inventory, rather than grid-based: Larger items are larger in inventory than small ones.
So how is Camo Tactics going to look like when done? For some answers, please refer to this post.
I am very excited with this game, and I hope you are too. Thank you for reading!

The Future of CamoTactics

The CamoTactics release of Alpha 1 Build 4 is imminent! Some of you may have wondered what exactly this game is about and where it's going to go. Fear not, for you will find answers here!


Game Structure:


I am likely going to use a Mission - Mission "Debrief" structure for this game. You do missions and get back to the mission screen to proceed to the next mission. In between, you can place items in your personal storage, buy or sell weapons, ammo, and other items, or change your equipment. This can be integrated with most of the planned game modes.


Game Modes:


Planned modes are:

Tower Defense mode. You can take the role as either defender or attacker. It may include zombies (grinding zombies with tanks?! Omg!1!one!).

Arcade mode. This is giving the player more freedom to try all available weapons, camos and vehicles, and it's going to be very similar to how the current alpha build works.

These two will definitely be in the final game. Ontop of this, I have multiple other game modes I can extent on.

Strategy Mode. I recently implemented a "death cam" that lets you scroll around the map after your death. What I could do is letting you send orders to friendly NPCs and even control them.

Campaign. The campaign itself is going to be story-driven and strategic. You will have to sneak through or shoot yourself through different levels. This is frankly where the game can possibly explode in terms of effort and time. Since I've never done a game with story before, I'll reserve the right to cut off the campaign and simplify it if I feel it's not fitting to the schedule.
Should I not be able to add a story at all, I'm going to let enemies drop notes containing some of the story in arcade or tower defense mode.

I can also directly integrate this into different game modes. Say, if you collect weapon X in the tower defense mode, you can use that weapon in the campaign. If you bought weapon X in campaign, you can use it for tower defense mode. Your inventory of that particular game save will apply to all these game modes (except arcade). So if you want to progress well-equipped (i.e. if you're playing on hardest difficulty), you can do some grinding and have some variety at the same time.

I yet have to experiment with this type of game design, but I think with the right balancing it has the potential to make the game more fun.


Other Gameplay: 


Combat should resemble real life combat. You take cover in order not to get hit. You use camo in order not to get seen. Your weapon behaves like a real life weapon would: it has recoil, a base bullet spread, and it also breaks the more you use it. Weapons will also be customizable using different attachments.

I'm keeping the possibility open to customize your characters as well, but I am not sure in what detail this will be implemented.

Mittwoch, 11. Juni 2014

Camo Tactics First Alpha Release

Camo Tactics Alpha 1 Build 3 is out! Get it here:

 CamoTactics Alpha 1 Build 3

This build is indeed playable and confirmed to work on W7 and an antique netbook running Win XP, but a bit of an effort is required to install it correctly. I encountered issues during release preparations and they sadly bursted my plans of the release date to be scheduled in the first week of June. Eventually, I decided to provide a quick and dirty solution for the sake of sticking to my deadlines and just provided detailed install instructions. Do not worry - this is not going to stay that way.

 At the moment, the gameplay very is basic - taking damage, shooting, reloading, picking up items... - as is the interface. Some nice details were added (i.e. overlays when taking damage, day and night cycles or fuel consumption) but these yet have to take their full shape as the game is being developed.

Version A1B3 Game Play - Indie DB

The next playable build is scheduled for 16th July and by then, it should have the following minimum features:

  • Make installation easier. There's multiple ways to do this (installer or bundled jar) and requires more research.
  • Extend UI functionality (preparation for main menus and missions)
  • Get rid of the prototype-ish graphics and replace them with better ones.
  • The early prototype of this game included a very simple "camouflage" system which gave combat an interesting twist. This system is going to be re-implemented.
  • Performance and usability improvements
  • Many bug fixes (primarily inventories, weapons, sound) and internal improvements 

If I have enough time, the following is also planned:

  • adding some first particle effects
  • adding infantry
  • mounting vehicles
  • more advanced AI

Thanks for reading!

Mittwoch, 4. Juni 2014

One Reason why Companies fail

From stories and own experience I know and have heard much about companies and their sometimes questionable way they treat their employes; and simultaneously, complaining about decreasing productivity and/or revenues. In this article, I want to describe possible threats and offer solutions. Be aware this only covers one aspect of leading a company successfully, and it may not be the best/most practicable advice - I am no CEO after all - however, I think I am still able to deliver some insight and thoughts for you, no matter your background.

I want to examine the leadership-employee relationship more closely. Leadership, communication, feedback and team work: All of them are connected with the other. So what can you do to create a good company in this regard?



Leadership. For one, what your employees think of you is very important. Companies must be lead by example. Employees will adapt to negative and positive behavior alike - the former is something you want to avoid, the latter something you want to promote. If you as a CEO do not seem to be doing your job, this likely is the behavior the employees are going to immitate. If you want people to see and value work, you must communicate with them and for example, arrange meetings for work status reports; Or make them write a short list of what they have done today at work. This is also handy if you want to see what your employees are doing in the first place.
Be aware that every routine and meeting you make your employees do, you should also do yourself. In return, they are more likely to do actual work instead of just sitting around doing nothing, which sadly happens quite often in larger companies. This also has the effect that you can easier recognize whether a routine or meeting you made them do/attend is reasonable. If it's a waste of time, why doing it? If you participated in the meetings you have ordered and came to that conclusion, then it's best to get rid of them - the faster the better.
Optimism and problem solving is another important aspect of good leadership. If you are hopelessly optimistic about your horrible revenues or sales then you'll have a credibility problem. If you are hoplessly optimistic about your horrible revenues or sales AND have multiple business plans and strategies to get out of that situation, then employees may find you're the right person to lead that company.

Offer your employees the chance to give feedback on your production or employment methods. This is important so you can react on potential problems appropriately and avoid them. You MUST in any case take this feedback seriously. If an employee points out a serious problem and nothing is done to solve it, the message you're sending by ignoring it ("I do not care what you think") will spread fairly quickly through all departments of your company, thus making communication between leadership and employees extremely difficult. What's also important is that 1) solutions for one problem must be as effective as possible and 2) if your own behavior is the problem, stand up for it, change it and do NOT not shove that responsibility to your employees; If this is not granted, your employees will start questioning your competence, and this is something you want to avoid under any circumstance.
It takes a lot of character to recieve criticism and change, but keep in mind making mistakes is natural and necessary. You as leader AND your employees can make mistakes if attempts are made to change the situation (and ideally, succeed doing so). Make your employees aware of this. There is no point in pretending as it hinders employee satisfaction and potentially company growth, so be truthful and honest and ask for the same in return from your employees. Make your employees aware of this, too. Always remember: being part of a company means you are part of a big team that works together in order to do a living. If a company is successful, it's not only you who contributed to the success: its the entire work of you AND your employee - and possibly of any employee and leader who has worked here before.



Feedback. How should feedback be recieved? Ideally, feedback should be delivered in written form through a person of trust, or directed to the CEO him/herself directly. Sadly, if the "right" people come together, unanonymous (constructive) criticism may lead to internal fights you want to avoid. This is why most companies offer feedback options through anonymous forms or letters.
The letters should be designed in such way your employees can get over the "barrier" of submitting one. You can lower this barrier by daily reminding employees to give feedback, or make it a daily routine to write a round of feedback letters after a meeting (and also participate in it). You can also place the forms/letters to a location where it's visible and many people pass by (i.e. next to a coffee machine) and also have the possibility to sit down and write. To add up importance to these forms or letters on a more subconscious level, you should "decorate" the location a bit and spice it up; ideally in a way it's only noticable when you're aware of it (no Santa Claus statues for you! Maybe a little plush or mascot would be nice however). Do NOT ever place these forms in a lifeless corner of a room where noone notices. The Uni I'm studying at has their feedback submission box attached to a wall you normally don't look at often, and is surprised why no one ever bothers giving feedback. As a consequence, they hardly know about the mess that's going on in their own faculty.
Another option to give feedback is to offer surveys using ethernet/internet, which probably has the lowest barrier for office jobs. You're welcome to find your own ideas here, but always consider it from a employee's perspective.



Communication. Always keep in touch with your employees. Go around the work place from time to time, not necessarily to monitor their work, but to detect problems or maybe also opinions about you, your company, or anything company related. Be keen to keep a good relationship with your employees. Get involved, get to know them personally. Make sure the employees will get to know eachother and establish good relationships with one another. For this purpose, you can organize company events once in a while, i.e. attending a soccer match, going to a restaurant and so on, IF it fits in your budget. Or you can organize such events in from of a reward if the company mades more revenue.

As leader, do NOT ever be passive aggressive towards your employees even if you have a good reason - you'll make the impression to favor/disfavor certain people. Favorism only leads to internal fights and arguments, as people will attempt to please the boss as much as they can (and some will also go over dead bodies for it) instead of doing actual work to get promoted. The footprint these kind of people leave behind is not one of competence and leadership, but strive for power and possibly abuse. That's the kind of people you don't want in leading positions, because once they got there, they'll try to bring hell to their "opponents"; this only leads to discrimination and internal division.
Instead, try to be as objective as possible. Take people for the fact they are a human being just as you are, a being that deserves any kind of respect and dignity. This also means that if you are better AT something than them, that still does not mean you ARE better, or have a higher value. You are still human, regardless of your role or skill. Everyone should have the possibility to get promoted or get a leader position, if their social skills and craft seem fit for the job.
In my opinion, this is one of basic requirements to lead a company - if you cannot do this, you should think twice of becoming a CEO of any kind; Not because you wouldn't be able to lead a company, but because you will stumble upon a lot of talent hidden behind skin color, burqas, turbans and possibly vaginas; Talent you would otherwise miss if you are slave to your own prejudices. For every missed talent, you miss a chance to improve your company's endeavours. For every discriminated individual, your employees will lose trust in you, and possibly add up bad karma that will be retaliated one day or the other. Build up positivity, not negativity!


Even in a capitalist system, the value of each human cannot be expressed by money. Maybe work force has a monetary value in a market, but life is invaluable. And so is talent and skill. Hence, treat your human resources right, and it WILL contribute to the success of your company as a whole - EVEN if they're not the most competent ones!

Donnerstag, 8. Mai 2014

CamoTactics May Update: Weapons


So what's new in CamoTactics?





Changes usually were internal of nature (improving architecture and everything around it) but I added gameplay and utility things. This includes:



  • A semi working UI for display purposes
  • Each entity now has an Inventory
  • When reloading, magazines from the inventory are used (= a weapon always has a magazine attached to it)
  • Weapons get damaged each shot. Dealt damage decreases as weapon durability decreases. Repair kits or cleaning kits can be used to repair them. Maybe I'm going to separate between damage + "clean"-ness if it's not making the game too complex.
  • Critical hit chances are implemented into the mechanisms (but don't affect gameplay yet as they're using a default value so far)
  •  Energy/Fuel meter.
  • Prepared for loading item models using XML files
I roughly estimate the game to be finished by 60%. A lot of stuff has to be done for rendering optimization and AI. Item/enemy spawning, missions and the ability to place (terrain) objects yet have to be added.

I think it's best to draw a line once above mentioned features are implemented. My top priority is getting this baby done, and it's going to be my first finished game too.
This is also the first time I'm creating something pretty decent from (semi-) scratch. Rest assured, after the first "finished" version of Camo Tactics it's not going to stop just there by developing its multiplayer version, CamoTactics: Online. It is a relatively small game and not taking advantage of that fact would be a shame.
As far as my networking knowledge goes, the game's internal structure at least shouldn't make adding multiplayer a complete nightmare.