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Sons Of Iga :: Devlog 4

A lot of stuff has been made this week, good news are that the game is ready for further development, and next week I plan to start adding features again.

The main changes are:

  • New Render Pipeline asset: The new RP is responsible for giving the game the cartoon look, which fits perfectly with the game. Thanks to this, the materials use an unlit shader, meaning that they are no longer affected by light.
  • New models: Trees, houses and villagers have now new models and textures so they can use those new materials and shaders. The issue with unlit materials is that model edges are no longer visible, so I had to paint some edges on the textures to bring the models alive. I had to change textures for every other object in the game as well, for the same reason.
  • New animations: The tree chop animation is new, and I gave the villagers axes so the animation looks better (punching trees was not too credible)
New House Model

That’s all for this week, next week’s milestones will be more ambitious, and I will try to give myself work for two weeks instead of one.

Thanks for reading, have a nice weekend!

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Sons Of Iga :: Milestone 4

Due date: 23/07/2019

Hey there! After two weeks of inactivity I am now resuming the development. This week’s milestone will be to get everything working again, because after two weeks, I realised a lot of things that were not working, and I will try to change them all this week. There will be no feature adding but a lot of bugfixes and changes to the whole project.

Milestone Goals

  • Graphic revamp (again): I have found a new shader that can make the game look pretty awesome, and it will greatly simplify the workflow for new 3D assets. It is an unlit (which means that light will no longer mess the colours) cartoony style shader.
  • Animation system update/bugfix: I realised that the animation system is not as good as it can be, and I will be doing some tweaks in the state machine to make it work better.
    • Adding tools to the animation
  • New 3D models and textures: With the new Shaders, the old models have become useless, as they where relying too much on the environmental lighting, for the new models, I will have to make textures, drawing the shadows and edges myself, because otherwise, they will no longer be visible with the new Shaders.
    • Model and texture the house.
    • Model and texture the trees.
    • Texture the Villager.
    • Texture the Hex tiles.

Thanks for reading!

Sons Of Iga :: Devlog 3

Milestone 3 plus one of the bonus goals (Modelling the house) completed!

It has been a busy week with lots of different stuff changing in the game, although most of them are unnoticeable, for example, the work system I thought was solid, well…. it was not. I had to change everything adding a action queue system that handles everything for each unit. For example, now when you tell a unit to collect resources:

  1. The unit does not need to be in the same hex as the resource.
  2. The unit will move to the commanded hex and then start collecting resources.

The other main goal accomplished is the building system, which has been fairly easy to make once the work system was ready, and it works quite good even if it needs some tweaks.

The buildings take a fixed amount of turns to be built (which will probably be changed at some point) and they hold three different models for the building process (foundations, work in progress and finished). Currently the transitions between states is not very polished, but in terms of functionality everything works great.

The last work added is the building repair. It works both for damaged buildings and unfinished ones, but is currently in development and has some bugs, at the end of the video you can see how repairing an already finished building, changes it’s visuals to the work in progress version.

For the visuals, I changed the minerals’ looks, although I am still not happy with them, so they are probably changing again in near future, I also added some animations both to minerals and trees that trigger when the resources are over. A building animations has been added as well, which, to be honest, does not look great, but it will stay there for the moment.

Thanks for reading! Have a nice weekend and Gora Celedon!! 😉

Sons Of Iga :: Milestone 3

Due date: 02/07/2019

From now on, I am introducing bonus goals, this are low priority features that I will add if I have enough time, else, they will be added later.

Milestone Goals:

  • Resource system upgrade
    • Trees and mineral deposits have limited resources, and disappear once they are consumed, leaving space for further village expansion.
    • (Bonus goal) The villager uses an axe to chop trees and a pickaxe to mine iron.
    • (Bonus goal) The resource collection animation creates a particle effect on hit.
  • Building system implementation
    • The villager can build different buildings spending resources for that purpose
    • Buildings take some amount of turns to be completed.
    • The villager is “busy” while building.
    • (Bonus goal) Model the house building.
      • Have 3 different models, for the foundations, work in progress and completed building.

Apart from this, the project needs a script restructuration, which I am not sure how long will take. The point is to make future implementations easier, specially for unit abilities and jobs.

Thanks for reading, I will be back on Friday, let’s see how many Bonus Goals I can get done!

Sons Of Iga :: Devlog 2

This week’s milestone completed! This time it has been quite hard to meet the deadline, but somehow, I made it!

The first big challenge was to wire up the whole resource system, currently only working for Wood and Iron resouces, and make it work properly. There were quite a few features depending on this system and I wanted to make it as solid and generic as possible, I am pretty confident that I made it, which will make future updates easier to implement.

The second was undoubtedly the turn manager’s update. From the user’s perspective, the turn system has not been through any modification, although from the programmer’s perspective, the turn manager is now more generic, making possible to handle multiple units at the same time.

Finally, the game has suffered a graphic revamp. I decided to give the game a more simple graphic style because now I am working alone and I have no artists to make the art assets. I also added some UI art for the unit selection, the resource display and the “Next turn” button.

Changelog:

  • Added mineral deposits spreaded throughout the map.
  • The Villager can now collect Iron and Wood.
  • The trees are now animated and react to the Villager’s hits.
  • Added visual feedback on unit selection.
  • Multiple units can be handled by the turn system.
  • Changed the textures of the ground and trees.
  • Added UI elements

Thanks for reading, and have a nice weekend!

SOI Project: Milestone 2

Due date: 26/07/2019

Last week went really well and the Milestone 1 was completed in half the time I predicted, so from now on, I will try to asign milestones weekly.

Milestone Goals:

  • Implement a resource collecting system:
    • Trees are aware of the resources they are holding.
    • Mineral deposits are aware of the resources they are holding.
    • Villagers can collect Wood from trees and Iron from mineral deposits.
    • The collected resources are added to the general inventory every turn.
  • Mineral deposits:
    • The mineral deposits have a 3D model (textured).
    • They have a fixed location in hexes.
    • They are randomly spreaded throughout the map.

This are this week’s goals, I will get back on Friday to show the updates! Thanks for reading!

SOI Project :: Devlog 1

Hey there! I am happy to announce that I am working a lot faster than expected, and I have already completed the Milestone 1!

I decided to give the Villager, and the game assets in general, a low-poly look, without huge details, just the base mesh and some basic materials. Here is a brief summary of how has the Villager been made:

  • The 3D model has been made in Blender, using a basic low-poly humanoid mesh I found online, you can check it here. Adding details like the hat or the trousers later.
  • For the animations, Mixamo, which I highly recommend unless you know how to properly animate a humanoid. But, as with every external software, I spent some time polishing and debugging the animations, like fixing extrange offsets appearing when animations blend with each other.

About the rest of the features shown in the video, the were already implemented before the Villager. Here is a list of the currently implemented features as a recap:

  • Hex-tile procedural world generation, with forests and lakes.
  • Turn-based movement system
  • Building system prototype (In future, the villagers will be the ones responsible for the buildings).
  • A* pathfinding system for units, that avoid lakes and obstacles (currently only buildings).
  • UI prototype, displaying resource data and a Next Turn button that skips the turn.

That’s all for now, keep tuned for the next milestone, which will probably be announced next Monday!

Thanks for reading!!

SOI Project: Milestone 1

Due date: 26/07/2019

The project has suffered some changes in the last few weeks, but long story short, now I’m on my own, which means that now I have to do serious commitments to be able to finish the game for the 30th of September and deliver it to the GDWC.

So I decided to make some milestones and commiting to finish them in a certain tight deadline!

Here it goes the first one:

Milestone Goals:

  • Design, model and implement in unity the villager unit.
    • The villager needs a 3D model
    • The villager needs textures
    • The villager needs a rig
    • The unit needs to move in a turn-based system in Unity

And that’s it, the next milestone will most likely be about implementing a resource system, but that’ll be a bit later!

Thanks for reading, and if you want to keep posted subscribe to the newsletter!

Board Wars RELEASE!!

After a couple of months of development, I have to announce that I’ll take a break on this game’s development, this is mainly because of the lack of time, but also because being my first “big” project I didn’t plan enough the game design, and ended up being a complete mess, and I would have to redo everything if I wanted to keep developing it.

It is important too to keep in mind that my goal is to make a living out of game development, and board games are not really popular, so I’ll try to focus my efforts in other project I have in mind.

Lastly, even if the game is not what it was meant to be, is playable and funny to play, so I decided to upload it so you can try it. The game is completely FREE, so give it a try and leave some feedback!

THANK YOU VERY MUCH

Download from here

Board Wars: Devlog 4 Painting the board

Today I started working in the visual aspect of the game. I began painting the board so it looks like the original. The base texture was made by Kronbits , you can find a bunch of free, quality textures on his itch.io post: https://kronbits.itch.io/matriax-free-cg-textures

I took his texture and painted over with Clip Studio, trying to imitate the original board. I’m not completely satisfied with the result, so I’ll probably paint the texture background with a colour that highlights the drawings, Hope you like it!!

Remember to support my work hitting subscribe!

Thank you!

Texture Image


Original Board