Friday, March 8, 2019

Tactical Strike Terrain troubles - Dev Blog 1



I have come to the concussion that I shall make a game and start a company, but for now I’m working on the sales pitch and how to assemble the assets and picking the right engine.
I grew up on a game series known as Strike published by EA, before they become a company killer and money grubber. It’s a series of games where the player control various vehicles seen from an isometric perspective, that was until the PlayStation ear, where they become full 3d, with a very irritating camera. The presentation and the story is brilliant though, even if it is hard as nails.

A very big issue I had with the original is the way the games handle collision detection. Seriously in the first three games the helicopter was incapable of flying over buildings. It always ended in a loud smack and being thrown backwards and thus taking damage. The two on PlayStation fixed this by having the player fly at a set height, yet you can collide with other helicopters, a surprisingly rare enemy all things considered.

Another thing that can clearly be improved is the terrain, which was very bare bones and boring in the original trilogy and turned into a google earth style satellite image on PlayStation. Personally I know I can do better, I have the skills, I have the technology and the will, plus a design document. Now I just need a sales pitch for potential investors.

I’m a great big fan of strategy games, but I really loathe the style of terrain where the environment is a wavy and very smooth plain, with no tunnels and cliffs at all. At the same time I also enjoy a solid collision detection. Therefor my idea is very simple. I have to make a grid, where one square is 1/1 in size and no cliff is taller than 2 squares. In total the terrain will ideally be 4 squares height where the bottom is at sea level. I have already experimented with 3d assets, but I’ve yet to find out how to deal with such a setup in Unity.

A matrix grid is a good thing, since I will save a lot of resources by just adding square collision detection to the terrain. That being said, I’m still pondering over how to most efficiency assemble the terrain. One way is to make all the assets at once, then import the elements into Unity, or the classic world builder approach where I just make a tileset and import it into the software instead. Either way works, it simply depends on how well I can snap it to the grid. First of all I will plan out the map by assembling a square grid to tell where cliffs, water and ground is along with some ramp. Naturally I have planned pretty much all of this on paper and in a text document. The brain is very good at forgetting things, I figured out the secret though. Carry a notebook and a pencil anywhere I go, it’s good for sketches and writing down those quirky ideas.

Bilderesultat for urban strike

Anyhow that is it for now and feel free to drop by my stream.

https://twitch.tv/zaceron

Zaceron

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