Archive for April, 2008

Mini Update

So last week, Challenge Mode, and the Umgah were added.

Challenge mode is still a WIP but I haven’t done anything to it since Friday. The last few days, I’ve been figuring out how to implement networking using the Lidgren library, and its looking pretty complicated. I was hoping to get a simple turnstep RTS style of networking implemented over the weekend, but I’ve been having a hard time just keeping it in sync on the menu screen :|

So I think networking will have to wait. I’ll make the challenge mode all nice and shiney, and get the ships all finished first. As soon as I get the UI for the challenges done, I’ll make a new progress video. Also, after three months of unemployment, I’m going back to work this week, meaning less time for programming :|

Tired Eyes

 I think I’ve gone a little overboard on the programming the couple weeks, my eyes are feeling a bit strained lately :|  I think I’ll take a little break.

Anyway, I just uploaded a preview build of the new challenge mode for you to play with.  The level .xml files are contained in Content/Challenges.  They should be fairly self explanitory on how to edit them.  If you make any cool ones, post them in the comments so I can include them next build  :)

DOWNLOAD: http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/UQM_XNA_Melee-preview.rar

Right now, in a challenge, you can specify the ship rosters and AI settings of the players.  The cool part is giving yourself a bunch of Shofixti teammates and try to take down an Ur-Quan(without the Glory device, which is not working)   :)

Heres a sample challenge .xml file:

<?xml version=”1.0″ encoding=”utf-8″ ?>
<challenge name=”Super Friends” desc=”nothing”>
<rules random_order=”false”></rules>
<roster control=”human” team=”1″>  // Human players should come first
<ship race=”zoqfotpik”/>
</roster>
<roster control=”awesome” team=”1″>
<ship race=”human”/>
</roster>
<roster control=”awesome” team=”1″>
<ship race=”supox”/>
</roster>
<roster control=”weak” team=”1″>
<ship race=”shofixti”/>
</roster>
<roster control=”good” team=”2″>
<ship race=”ilwrath”/>
</roster>
<roster control=”awesome” team=”2″>
<ship race=”urquan”/>
</roster>
</challenge>

Upcoming Ideas

Lots of code clean-up this week, the only visible change is a new transparent fade between screens.  Fixed a pesky bug, causing the game to appear as just a blue screen on some computers.  No new build for today I think, I’ll upload a new one when the targetting system is done.

EDIT:  New build up(same place as usual): http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/UQM_XNA_Melee.rar

Progress this week

  • -Code clean-up (revised menu class)
  • -Ilwrath flamethrower/basic AI
  • -Fixed minimize/restore bug
  • -AI fixes  (still hit the planets sometimes though.. :I )
  • -Spent some time learning pixel shaders

New things on the way..

  1. Targetting system for homing weapons
  2. Game Scripting for missions/challenges!
  3. More angles: I was kindof unsure of how it would change the game at first, but now I think it’d be a good thing. Right now, not being able to hit a someone at certain positions lends a strategy but the only reason for it is because of old hardware limitations.
  4. 4 Players and wideScreen will be implemented later. Priority is first on getting missions started, as not many people will be able to play 4 players anyway.

Some fun things to think about are what melee challenges there could be?  Here’s a thread with some nice ideas.  Personally I am thinking scenarios that could take place in the SC storyline, like “Great Battles of ZEX”,  or “Tanaka’s Last Stand”, etc.

http://starcontrol.classicgaming.gamespy.com/forum/index.php?topic=868.0

Progress

Last week was eventful one, been seeing alot more traffic after appearing on the main page of Ziggyware.  :)  Thanks to for your interest and for the nice comments !  It has all been very encouraging.  :)

4 ships completed this week, plus a few other changes:

  • Pkunk resurrection
  • Utwig shield done (well not graphically, but close enough for now)
  • Arilou teleport
  • Druuge recoil
  • Bunch of code structural changes
  • Ships beyond their max speed slow down just like SC2
  • Added 5 attempts at a 20% chance for an extra planet

I still gotta fix the AI, I think I should spend some time on that this week.  Playing solo would be more if the enemy didn’t keep running into planets.  I’ll post a new build in a little while, right now I’m trying to get the Utwig AI up to the Yehat’s level.

Besides proper AI, I think the next big feature ought to be 4 player, but it will affect a lot of things and take some extra work.  Heres a mockup I’ve made for the 4 player selection screen.  Not a final design but just something to look at   :)

EDIT: New build: http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/UQM_XNA_Melee.rar

Release!

Hey!  I have just released a playable version of the game :)

DOWNLOAD:

http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/UQM_XNA_Melee.rar

  1. .Net 2.0 PLUS the C++ 2005 SP1 Redist -OR- .Net 2.0 SP1
  2. DirectX9.0c
  3. XNA runtime 2.0

More info on the components needed available here (http://forums.xna.com/thread/9924.aspx).  Keep in mind this project is made with the 2.0 XNA Framework.

Screenies time!

Keep in mind alot of the ships do not have their AI functions, and the ones that do aren’t crazy smart :p  All these ships have at least basic AI:

  • Arilou, Druuge, Human, Syreen, Zoqfot, Supox, Spathi, Shofixt, Thraddash, Utwig, Ur-Quan, Yehat

Please let me  know what you think!  :)