Wednesday 13 January 2016

Networking Issues

Thankfully, Team Tactics has none!  At least, as long as anything connecting to the server is a client.  However, I have a feeling that on at least one occasion someone has tested the server with Telnet or something and sent random codes to the server.  Thankfully the server survived, but I think I need to get the clients to prove themselves in future.

It's not until a server is in the real world that you really know what it's up against.

In the meantime, here's a screenshot.

Wednesday 25 November 2015

Shadows - New and Improved

It was watching a gameplay video of the classic Gauntlet that showed me how to do sprites simply but effectively, at least the graphics that are required for sprites.  In fact, Gauntlet's shadows might be more advanced than mine since the walls in that game have a "tapered" effect, which I'll add to my todo list.  Anyhoo, here's how my shadows look now:-

If you compare that with the screenshot in the previous post, you'll see the marked improvement: no misplaced pixels between shadow effects, and now the shadow effects don't cover some of the walls near the edges.  There's still a minor problem around doors to deal with, but I'm pretty pleased, and strangely, it almost worked first time which is always worrying.

Coming next: AI?

Wednesday 18 November 2015


Shadows are one of those graphical aspects that only get noticed when they're not there.  It's like we're so used to seeing shadows to give a perception of depth, that when they're not shown, graphics look flat and artificial.

With that in mind, I've started writing my "shadow algorythm", which sounds a lot more grand than it really is, but never-the-less is slightly more complicated than I thought it would be.  I originally thought it was a simple case of adding a "parallelogram" shadow shape to the side and top of all "wall"-type squares, but this doesn't take into account all the possible combinations of walls.  The image below will show you what I mean, but I've got a fair bit of work left to do on this.

You'll need to zoom in to see the shadows; they are the grey bits next to the walls.

Friday 13 November 2015

Unit Types

There are currently 6 different units that players can choose from, each with their own strengths and weaknesses:-

* Doctor - This unit has the ability to heal friendly units by shooting them with their "medi-gun".  (The same gun will have the reverse effect on enemy units).  However, they are weak and are best kept hidden from the enemy's view.

* Sniper - This unit is able to shoot enemy units from much further away than other units.  In particular, the player has the ability to see further by scrolling the viewport by moving the mouse, so they can shoot units who can't see them yet.

* Trooper - This is the standard all-round unit who is moderately good at everything.  Recommended for beginners.
Recon - This is a very fast moving unit, ideal for looking for enemies in order to report to colleagues who can then provide the extra firepower in order to defeat them.

* Gunner - This is the most powerful unit; it has a heavy weapon and can widthstand more damage, but to counter this, it is very slow to move around.

* Assassin - This is a unit that specialises in sneaking up to enemies and killing them from close range.  They have a very short shot range, but can do a lot of damage within it.  In the future, they will also be able to disguise themselves as units on the opposite side.

Friday 6 November 2015

Team Tactics Introduction

Team Tactics is a new realtime action multiplayer tactical strategy game that I'm currently developing.  You could probably label it as a MOBA or an ARTS.  Whatever the label, the game works like this: each player controls a single unit, which is on one of two sides (although in the future I might expand this to 3 or 4).  Depending on the mission (or "game mode"), each side has an objective, and the winner is the first to complete this is the winner.


Technically yes, but you could probably say something similar about any game since the 1980's.  This is how games progress; almost all games are very similar to what came out before.  But hey, let's not argue about that here - I'm developing this game for several reasons:-

* I like multiplayer games more than single player games.  It's far more fun to play against someone else where you can see their reaction and gain pleasure from their pain (and vice versa of course).

* I like to add new features to games, and this game will have features that no other MOBA has.  Whenever I'm playing a game I always wish I could tweak this or that.  If I have my own MOBA, I can do that.  In addition, if any players request a feature, it's always a pleasure to be able to do that.

* I think true "tactical" MOBA's are a bit thin.  I'm not a gamer, but I can't actually think of another multiplayer tactical game where working as a team is paramount.

* I like developing games, and the best way for me to maintain interest in whatever game I'm currently developing is to have something to aim for, i.e. similar game(s) that I want to reproduce and hopefully improve upon.


This is just a breif summary of the main features.  I'll blog about new ideas as I have them:-

* Multiple unit types - this is a no-brainer of course.  They will be different in that some move faster than others or shoot more accurately, but some will have specific skills required for missions.

* Multiple missions - There are currently two missions, The Assassins and Moonbase Assault, more about which I'll do another post.  I might also transpose some of the more interesting missions from Stellar Forces.

* Map editor and easy customisation - I want people to be able to easily customize this game (in so far without affecting balance), e.g. adding their own graphics and sounds, maps etc...

* Different weapons and equipment as well as the usual guns - smoke grenades, nerve gas, ammo packs, gas masks, incendiary grenades.  Grenades mean destructable maps!

* All the usual features like fog of war, line of sight, unit stats, chat, voting etc...


I'm really excited about this, and really looking forward to playing it.  I enjoy a game of TF2 as much as the next person, but sometimes it lacks enough depth for me.  This should address that, and also be fun to write.  I've never written a realtime multiplayer game before (more than 2 players, anyway), so looking into all the technical aspects will be very interesting.