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Biome Defense: An RTS fought between the animals of earth's biomes

Discussion in 'Works In Progress' started by Venryx, Jun 7, 2015.

  1. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
    442
    Biome Defense is an RTS fought between the animals of earth's biomes. It's inspired by Age of Empires II, with an aim toward greater diversity, content, and moddability.



    There's a lot left to implement, but once it's stable (and fun), I plan to release it on Steam and begin a long-term, open-ended series of updates.

    General:
    * Main site: biomedefense.com
    * Wiki site: biomedefense.mwzip.com
    * YouTube channel: youtube.com/c/BiomeDefense
    * Google+ page: google.com/+BiomeDefense
    * Facebook page: facebook.com/biomedefense
    * Twitter page: twitter.com/BiomeDefense
    * IndieDB page: indiedb.com/games/biome-defense

    Development:
    * Task list: trello.com/b/qLhVk9M1
    * Streams: twitch.tv/venryx, youtu.be/aKi4Jjz5faU, livecoding.tv/venryx, beam.pro/venryx, hitbox.tv/venryx






    Features
    ○○○○○○○○○○
    Completely open content infrastructure (implemented)
    All maps, plants, structures, units, and ais are files in well-organized folders using formats that are designed to be user-created and edited. An open pipeline is available for exporting custom object models from Blender into the game, and eventually I hope to make a really nice content sharing website/workshop.

    Play as one of 10 biomes (implemented, though sparse)

    Biomes:
    • Desert
    • Savanna
    • Grassland
    • Old World Temperate Forest
    • New World Temperate Forest
    • Old World Rainforest
    • New World Rainforest
    • Swamp/Marsh/Cave
    • Oceanic Island
    • Boreal Forest/Tundra/Polar
    The plant, structure, unit, and technology lists for these biomes are in-place, although far from complete.

    At some point I'll put together the full tech-tree, but for now I'll just list the added unit-types in flat-form:

    • African Elephant
    • Asian Elephant
    • Battering Ram
    • Boar
    • Camel
    • Crocodile
    • Deer
    • Fox
    • Giraffe
    • Grizzly Bear
    • Lion
    • Rabbit
    • Rhino
    • Wolf
    • Zebra
    One interesting part about the creature distribution is that so many of them overlap between biomes--but without being present in every one. This makes it really interesting as a player to decide on a biome, as most of your favorite units will be found in multiple of them. This gives you more options, as you can mix-and-match by trying the related biomes, without giving up the full set of units from the last one you tried.

    Optional high-level strategic control (planned)
    While I plan to always support the direct control of individual units, you'll also be able to perform some higher-level operations, such as marking an area is high-priority to attack or defend, and, in the pre-match, even creating your own 'unit behavior modules' (using visual scripting). This will let you prepare your units for some common scenarios, to at least behave well enough that they aren't completely helpless on their own. (e.g. retreating into buildings if a raid becomes too intense)

    While this may seem overpowered, it becomes practical by three factors:
    1) Match hosts will have full control over how far this ability can be used. If a player doesn't like it, he can easily turn it off.
    2) The most common behaviors will likely be filled-in pretty early by modders, and put on the workshop/included with the game (if they're made well enough). Because everyone will have access to these basic behaviors, the gap between skilled and non-skilled scripters won't be as large. (my hope is to make the game's visual scripting system as accessible as possible to beginners, however, to reduce this issue even further)
    3) Some people may enjoy, at times, having scripting wars to see who can develop the best unit behaviors! I know I'd really enjoy that, having a dynamic and competitive arena to experiment with different AI and unit-behavior script designs.

    Combat diversity (planned)
    For example, having creatures that are able to climb trees, or building lookouts which will alert you when they see an enemy.

    There will also be greater defensive options than are available in most RTS games. While, head-to-head, offense needs to end up stronger (so that the game eventually closes down), defense will resist more effectively. For example, a well-supported siege on a fortress should be able to win in the end, but the defense should last long enough and inflict enough damage that it's not worth attacking unless it's important strategically. (note that build time will also be longer, and perhaps require more economic backing (to compensate for the increased strength), which should keep the frontiers for each player mostly open)

    Flexible AI (started)
    All strategy and tactics level AI behavior is specified through in-game visual scripting.

    Creating a custom AI is as simple as opening the Modules page, cloning the built-in AI, and opening the Nodes editor. Not only does this make AI creation and modification accessible to regular players, it also means it's trivial to add rich configuration options that can be set per-match or per-user to add variety/customization to your AI opponent's gameplay.

    A powerful AI debugger also exists allowing in-match script modifications, breakpoints, and so on. Never be confused about what's causing your AI to make the wrong decisions.

    Solid multiplayer experience (planned)
    Hopefully, no more desyncs! It's easy to promise before the network code is in, but the idea is to create a system that's able to handle network problems by resolving them as soon as they happen instead of completely breaking. (for example, if a desync occurs, just picking one player's version as authoritative and continuing, instead of completely crashing)

    Another issue with P2P lock-step games is what to do when there are clients with high pings/lag. This is where the idea of a "lag policy" system comes in. Match hosts will be able to pick a preset, or customize these settings manually:
    1) Consider someone a lagger if [their ping over the last ? seconds] is over ?ms. (and lock their 'is lagger' property for at least ? seconds)
    2) Keep the non-lagger simulation-delay at/at-or-under [the ?th-percentile of non-lagger pings over the last ? seconds] + ?ms.
    3) Keep the lagger simulation-delay at/at-or-under ?ms.

    The tools for filtering and configuring online matches should also be easy-to-use, and extensive. If you want unlimited population, ok! If you want to set a min and max ELO, the controls are right there!

    Other planned configurations:
    * Integrated voting on match options (optional).
    * What mods (or mod types) are allowed.
    * Max ping and desync-rate for players.

    Concerning finding matches that suit your playing style:
    * A match-setting value should be able to be marked as 'divergent' from your preferences, with a 'divergence' penalty specified. Online matches then show their total 'divergence' amount, and are (by default) sorted by it. This should help players quickly and easily hone in on lobbies matching the type of gameplay they're looking for.

    Well-integrated community features (planned)
    For example, being able to post recorded games to a gallery, where other people can watch, comment, explore the game state, etc. Also, a feedback area where new features can be voted on, and significantly affect what course of development is followed.

    That's the basic idea. Now back to Unity, Visual Studio, Notepad++, Blender, Chrome, and the imagination.
     
    Last edited: Oct 30, 2016
  2. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
    442
    The current (or semi-recent, anyway) state of each page is shown below, with a screenshot and summary.
     
    Last edited: Jun 14, 2015
  3. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
    442
    Last edited: Jan 11, 2016
  4. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
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    Console
    ○○○○○○○○○○
    Screenshot: https://afe22642291a5e8dad4e38eaadc...ledrive.com/host/0B27vx28MKrWFV2I1UkQ2dVR2c0k

    Tools to help with development and debugging.
    * JS Code and CS Code tabs where you can enter code and run it in-game. (for development/debugging purposes)
    * Calls tab, where all the changes made to the master data-tree are logged. (the data-tree shared between the UI context in JS, and the game context in C#; it will eventually be extended to work for sharing data between players in multiplayer games)
    * Log page, showing the text logged through the standard Debug.Log method. (as well as showing errors that occur)
     
    Last edited: Jan 11, 2016
  5. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
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    Maps
    ○○○○○○○○○○


    Where you edit and create your own maps!
    * Maps panel where you load and manage (create, rename, delete, etc.) the maps.
    * Soils panel where you manage the soils.
    * Tools panel letting you configure the tools:
    1) Terrain>Select Chunk (select a chunk for analysis in the Chunks panel)
    2) Terrain>Resize (change terrain width and length)
    3) Terrain>Shape (raise/extrude and lower/intrude the terrain)
    4) Regions>Paint (paint the selected region as active in a given area, thus applying its texturing, etc.)
    5) Objects>Place (place plants, structures, or other object types)
    * Chunks panel where you can view/edit the data of the selected chunk. (subsection of terrain)
    * Regions panel where you add, remove, and configure the 'components' attached to each region.
     
    Last edited: Jan 11, 2016
  6. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
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    Biomes
    ○○○○○○○○○○

    Shows the list of Biomes, and what structures/units are available to them.
    * General panel showing detailed information about each structure/unit, when selected.
     
    Last edited: Jan 16, 2016
  7. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
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    Objects
    ○○○○○○○○○○

    Nice place to confirm that all the objects are loaded correctly. In the future, will be used to modify the objects, as an alternative to editing the object's data files.
    * Objects panel lists all of the trees, units, etc. (they are all considered "objects")
    * General panel letting you modify some basic settings, and preview any animations contained within the object.
     
    Last edited: Sep 20, 2015
  8. Venryx

    Venryx

    Joined:
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    Last edited: Feb 8, 2016
  9. Venryx

    Venryx

    Joined:
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    Last edited: Feb 8, 2016
  10. Venryx

    Venryx

    Joined:
    Sep 25, 2012
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    Live
    ○○○○○○○○○○

    The heart of the game. This is where you actually "play".
    * Top menu showing your resources, the resign button, etc.
    * Object action panel at the bottom left. Can be used to produce units and build structures.
    * Object selection panel at the bottom-center. Displays an icon for each object selected, an active tasks bar at the bottom (when applicable), and a small info panel on its right.
    * Map panel at the bottom-right. Shows a map overview, and lets you quickly move to other locations.
     
    Last edited: Feb 8, 2016
  11. Kiwasi

    Kiwasi

    Joined:
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    Posts:
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    Looks nice!
     
  12. Venryx

    Venryx

    Joined:
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    Updates:
    * Startup time reduced by having a map's loading delayed until the map is about to be opened/used. (will be much more important when there are many maps available)
    * Began modularization/methodizing of setting declaration/setup. (two settings are currently using it)
    * Fixed that some tools, when selected on the Maps page, would attempt to apply themselves while on the Live page!
    * Greatly reduced the text required to save an in-terrain/in-match v-object. It now only saves the properties that have changed from that of its parent (the type-v-object).
     
  13. Venryx

    Venryx

    Joined:
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    Updates:
    * Added health bars to structures and units. (configurable on the settings page)
    * The object info panel now auto-updates when its underlying values change.
    * Added a unit-speed-multiplier developer setting.
    * The Ctrl+X/A/etc. key-combos work in the editor now.
    * Fixed that when a match was open, the maps page would be able to show the unit-selection box.
    * Fixed that when the selected object was destroyed, the UI for it would still be visible.
    * Cleaned up the Change class application sequence.
    * Further modularized the setting page's UI setup. (now has calls to start a new row, etc., giving more flexibility, e.g. adding multiple setting controls on one row)
     
  14. Venryx

    Venryx

    Joined:
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    Posts:
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    Updates:
    * Fixed that start structures would sometimes be placed on top of each other.
    * Fixed that units could walk through structures.
    * Fixed that cloning a map, then cloning that clone, would cause an error.
    * Fixed that start structures would sometimes be placed underwater.
    * Fixed that unit attacks would occur too quickly. (it was applying the full attack strength every frame, rather than every X frames)
    * Added basic island map. (nothing worth showing; just useful for testing without some of the structures getting put up on the super-high hills -_-)
     
  15. Venryx

    Venryx

    Joined:
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    Updates:
    * Maps can now be placed in subfolders of the "Maps" folder without causing errors.
    * Fixed that units would sometimes go through structures. (fixed additional occurrence-path)
    * Fixed that starting a match with a map that hadn't yet been fully loaded (from being selected on the Maps page) would cause an error.
    * Fixed that units could go further than allowed when attacking an object.
    * Fixed that units could slow-down/get-stuck when moving over non-flat terrain.
    * Fixed that selecting an object, after having had an object selected while it was destroyed, and then pressing the button to select it again on the object-selection panel, would cause an error.
    * Added map named "Base". Has no modifications, so is perfectly flat and bare. Good for testing systems that aren't affected by terrain complexity, but for which terrain complexity just makes the testing harder to carry out.
    * Fixed that paths could sometimes not be found to large objects. (when the object was large, and had its anchor point surrounded by occupied blocks)
     
  16. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
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    Updates:
    * Added objects>place-structures tool to the Maps page. (you can add neutral structures to maps now)
    * Fixed that the well of the Outpost object would not anchor to the terrain.
    * Updated Outpost mesh to fit within efficient block areas, to work with structures being placed by distinct absolute-block-position. (block position relative to terrain)
    * Fixed that objects for which L2Cache was created, could not be displayed/used during that first launch. (the subassets would get nulled, since we created a prefab for it, then deleted the prefab)
    * Added "Barriers" map, with lines of trees and structures, to test path-finding around obstacles and such.
    * Fixed that structures could sometimes be spawned, at start, on top of each other. (intersection-avoidance code wasn't calculating the object bounds correctly)
     
  17. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
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    Updates:
    * Added "Hover Mode" option for Live page camera. (always moves horizontally rather than panning, disables mouse-based around-x-axis rotation, etc.)
    * Camera can now be rotated using the arrow keys.
    * Added "Edge of screen scrolling" option for Live page.
    * Neutral buildings now show marker objects at their centers. (colored white)
    * Neutral building health bars are now show-able. (new setting for it)
    * Converted the remaining settings UI setup code to use the helper methods. (the html and code is much shorter and cleaner now)
     
  18. Venryx

    Venryx

    Joined:
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    Posts:
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    Updates:
    * Added a minimap to the Live page. The minimap is a top-view image of the map with overlay dots/boxes for units and such. It also shows your current location/view, and lets you click or drag to any location on the map to quickly relocate there.
    * Added "move/turn vs drag" settings group, for the four types of transformations (pan, rotate, rotate around, and zoom).
    * Call-log-entry data-trees can now be browsed as data-trees rather than as VDF text.
    * Improved performance of call-logging and normal logging on UI side. (reduced time-taken to about 30%)
    * Fixed that the middle-click map-drag would not work for forward/backward when the camera was looking straight down.
    * The UI pages now show their name in the tab/window title when opened/made-visible. (when in an external browser)
    * Fixed that VTexture objects would not get destroyed when their creator PixelRenderer scripts were.
    * VObjects, when serialized to the UI, no longer write values that are unchanged from their defaults.
    * Fixed that starting a match could cause an error if the map had not already been opened in the map editor, or selected as the Matches page map from launch time.
    * Fixed that resizing the right panel of the Maps page would cause it to collapse onto the left side of the screen.
     
  19. Venryx

    Venryx

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    New screenshots
    ==========
    https://fadfc29f185a5105e5d817cb92c...ledrive.com/host/0B27vx28MKrWFNHh1S0wwcTliV28
    New "Place Structures" tool in the tools panel on the left.

    https://15cd9dd7f31c1098736d478e199...ledrive.com/host/0B27vx28MKrWFNTdSRWJ3X1ZFY1E
    New settings for controlling the camera.

    https://afe22642291a5e8dad4e38eaadc...ledrive.com/host/0B27vx28MKrWFV2I1UkQ2dVR2c0k
    Call log entries can now be explored in the form of data-trees rather than flat text.

    https://e7c6de7ac8fdf341d8e7c5e80bf...ledrive.com/host/0B27vx28MKrWFclRyNGIyV3JZSzA
    The minimap at the bottom right is now functional! The white shape represents the area of the map currently visible. The small colored dots represent player structures and units.

    https://74974b043dfc20cb1a889ed5a4b...ledrive.com/host/0B27vx28MKrWFckdNRkFkRnZKa1k
    The island map. I should note that these are not long-term maps. I just throw them together so I can see something more interesting while testing. (the biggest problem with them is how small they are--when you're testing and restarting stuff constantly, the seconds you can save on their loading each time really helps)
     
    Last edited: Jan 11, 2016
    GameTechnix likes this.
  20. Venryx

    Venryx

    Joined:
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    Updates:
    * Outpost structures can now be used to produce new Elephant units.
    * Added ability to delete your own structures and units using the Delete key.
    * Added health bars to the object-selection boxes.
    * The object-selection boxes now show how many active tasks a unit has.
    * The object-selection panel now has a "tasks" bar at the bottom, which displays when the select-objects have any active tasks. It shows the tasks' progress, and lets you cancel the tasks by clicking on them.
    * Added a new setting: Developer>BuildSpeedMultiplier
    * Removed the now-unneeded ID property from the Map, Region, and VObject classes.
    * Fixed that opening the Maps or Live page, then returning to the main menu, would cause the camera viewport rect to be incorrect.
     
  21. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  22. Ronald_McScotland

    Ronald_McScotland

    Joined:
    Jul 30, 2014
    Posts:
    171
    G'day,

    This looks like a pretty cool game. I think it's great that you're making it have a map editor too. I'd be interested to know more about the game mechanics.
     
  23. Venryx

    Venryx

    Joined:
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    Sure, yeah. I normally would put much more of a description, but in the past I've gone overboard with that before its time, so I've been thinking of just revealing the gameplay as I code it in. But if someone asks that's fine. :)

    [description moved into the top post, and updated]
     
    Last edited: Feb 8, 2016
  24. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
    442
    Updates:
    * Fixed that cancelling a produce-unit task would not return the resources originally used.
    * Doubled the resolution of unit path-finding.
    * A unit now finds an avoidance path around another unit when a collision is predicted. (rather than simply moving till it has to stop)
    * Having call-logging and logging enabled now impacts the performance much less.
    * Fixed that the position of the bottom-left to top-left line for the minimap view-area-marker was off by one pixel.
    * Added a match-speed-multiplier developer setting.
    * Created an in-match chat window that opens using the enter key. Currently only used for entering cheat codes.
    * Added cheats codes: "SetProp", "SetProp_NoChange", "SetMeleeAttack", "SetPierceAttack", "AddResources"
    * The Settings page can now be opened as a panel. (helps for changing settings while keeping a running match visible)
    * The bottom panel (for holding the Settings and Console pages-as-panels) can now be resized.
    * The data-update interval is now separate from the view-update interval.
    * Added a show-movement-path developer setting.
    * Added a show-predicted-positions developer setting.
    * Fixed that double-right-clicking would sometimes cause rotate-mode to get stuck as enabled.
    * Fixed that path-finding to points near the edge of a block failed in many cases.
    * Added a show-occupied-space developer setting.
    * The path-finding system now has a separate terrain-grid-block grid, rather than piggybacking off the Chunk>Block structures. (this means more flexibility and performance potential)
    * Created a quad-tree system for quickly finding nearby objects. (used primarily for the new collision-finding system)
    * Fixed that if multiple units were collecting or attacking at the same time, and the target was fully-collected/destroyed before all the units acted, an error would occur.
    * Fixed that the Delete button would delete a selected object, even when the UI had the keyboard focus.
    * Made center-message-box text larger. (e.g. for end-of-match victory or defeat messages)
     
  25. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  26. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
    442
    Updates:
    * Fixed that the space 'occupied' by the tree objects was too large.
    * Plants must now be positioned in alignment with the terrain-grid-point grid. (so that plants can be used as practical natural barriers, in the future)
    * The Objects>PlacePlants and Objects>PlaceStructures tools now show a red preview if placement at the given location is invalid.
    * Added an override-bounds setting to the Objects page, allowing you to tweak object bounds. (e.g. to fix the space 'occupied' by the tree objects)
    * Map preview images now include the ocean.
    * Fixed that trying to attack a unit on a slope would sometimes fail. (min-distance for attack to begin was incorrectly submitted the 3D-distance rather than the 2D-distance)
    * Vectors now use X for left-right, Y for back-forward, and Z for down-up universally. (virtually, anyway--and obviously excluding just-[before/after] calling built-in Unity code)
    * The "Preview animation" setting no longer shows for objects without animations.
     
  27. Venryx

    Venryx

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    Sep 25, 2012
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    Last edited: Jan 11, 2016
  28. fieldrequired

    fieldrequired

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    Feb 26, 2014
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    Hey this really looks great! So this interface you're using, especially for the console/in-game interpreter, do you make that yourself? Or was it a plugin? Keep up the good work!
     
  29. Venryx

    Venryx

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    The UI is written (by me) in HTML and Javascript, and embedded within the game using the Unity plugin "Coherent UI": http://coherent-labs.com/product-coherent-ui

    I have to say, the HTML UI approach works great for me. I've tried a lot of other UI solutions, but nothing comes close to the flexibility and reusability of the HTML, CSS, and Javascript combo. Other solutions might have the edge on getting UIs built quickly, but when you're building dozens of pages and panels, being able to quickly copy and paste html and javascript, and adapt it freely to the specific case, saves so much time. Also, it helps that it's all plain text, so version-control systems can easily handle it, giving you a nice history you can go back and copy stuff from.

    Anyway, there are a lot of things I like about it. As for this project specifically, the biggest challenge was that the C# game context and JS ui context were originally very separated. It took quite a while to set up a solid bridge to transfer data between the two. But I got to work building a custom serialization and data-tree system, and now it's very well connected, so much so that virtually all changes that need to be made are done so by simply modifying the local data, followed by the automatic synchronization of the data-trees.

    For the UI design again, the main libraries I'm using are JQuery and JQuery UI. I tried some other frameworks like AngularJS, but felt they were a little to specific in how they operated for them to fit with my intended architecture. I took some of their ideas and added them in a cut-down form, though. (for example, the "directives" of AngularJS being used to apply JS code to a given element)

    Okay, that's enough. I talk too much about specific techniques, libraries, and concepts because I get excited while working and thinking about them, and know almost no one in real life with whom I can discuss them. :(
     
    fieldrequired likes this.
  30. Venryx

    Venryx

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    Sep 25, 2012
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    Updates:
    * Units can now build structures! Currently, these are the only two available: Outpost, Well
    * Water supply and usage is now updated as expected, and units are now stopped from being built if the water supply is fully used.
    * Fixed that resigning from a game would leave the health bars and minimap dots of objects still visible.
     
  31. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
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    New screenshots
    ==========
    https://e0869b82d9497bcfa76525532c7...ledrive.com/host/0B27vx28MKrWFcjZSMDI1UVg2dzg
    Shows me about to use the selected elephant unit to start building an outpost structure. (on... an invalid location)

    https://7aab2bed946ece7af9d5baa08a8...ledrive.com/host/0B27vx28MKrWFZVpHRElDODNFdms
    Some of the outposts and wells built by the two selected elephant units. Also shows the functional water usage/supply counter in the top menu, as well as the build menu at the bottom-left.
     
    Last edited: Jan 11, 2016
  32. Venryx

    Venryx

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    Sep 25, 2012
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    Updates:
    * Added two new object types: Salt (mine/rock), Stone (mine/rock)
    * Merged the Objects>PlacePlants and Objects>PlaceStructures tools. (you just select from a different tab/group, for each object type)
    * Objects are now centered to the mouse while using the place-objects tool.
    * Fixed that an object's destruction/removal would cause nearby objects to no longer register as occupying any space. (until another object was added to the area)
     
  33. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
    442
    Last edited: Jan 11, 2016
  34. Venryx

    Venryx

    Joined:
    Sep 25, 2012
    Posts:
    442
    Updates:
    * Added new object type: Bush (with fruit)
    * Fixed that the Outpost structure's bounds was one unit too long.
    * Added a collect-speed-multiplier setting.
    * Fixed that starting a match would fail if the map had too many objects.
    * Resized Salt and Stone models to fit much closer to the edge of their bounds. (so there's less of a gap now)
    * Fixed that objects would have incorrect bounds if just loaded from level-1 cache or lower. (i.e. if not from level-2 cache)
    * Fixed that generated-at-start-of-match objects would sometimes be placed on an existing object.
    * Fixed that object placements would sometimes be marked as invalid/overlapping, when in fact they would just be next to each other.
    * Fixed that Well objects were not aligned to the terrain-grid-point grid.
    * Fixed that maps would save their objects' name property unnecessarily.
     
  35. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  36. Venryx

    Venryx

    Joined:
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    Updates:
    * Added new structure type: Fish Hatchery (provides meat)
    * Models from Blender can now have materials with alpha/opacity, alpha-cut-off, and double-sided-ness.
    * Fixed structure placement on the Live page to work like that of the Maps page. (with the objects centered to the mouse)
    * Fixed that Elephant units could not be click-selected or attacked. (I accidentally left the Override Bounds setting enabled after testing)
     
    Last edited: Jun 30, 2015
  37. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  38. Venryx

    Venryx

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    Updates:
    * Added two new structure types: Small Shelter, Large Shelter
    * Fixed that the "double sided" setting of model-objects would not work. (the code was checking the wrong property)
    * Fixed that materials whose diffuse colors should have been ignored, had them not ignored.
    * Fixed that the anchor-to-terrain setting used the in-parent 0z as the "terrain-placeholder point" rather than the in-model 0z.
    * Made outpost wider and deeper, and made its walls taller.
     
  39. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  40. fieldrequired

    fieldrequired

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    I'm deeply envious of that UI - it looks so... extensible!

    Rest of the game looks great also - keep on going! :)
     
    Venryx likes this.
  41. Venryx

    Venryx

    Joined:
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    Updates:
    * Added new structure type: Nest
    * Fixed that an error would occur when a model had an internally-referenced subobject with the same name as itself.
    * Fixed that an object bounds was not calculated properly. (far-end rounding was based on component-size rather than component-max)
    * Fixed that an object-bounds's size components could be calculated as less than 1. (i.e. made 1 meter be the minimum size for an object's bounds on each axis)
    * The Elephant unit is now 3 meters tall instead of 4 meters. (3 meters is apparently the average height)
     
    Last edited: Jul 2, 2015
  42. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  43. Venryx

    Venryx

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    Updates:
    * Added new structure type: Burrow
    * Added new object setting in Blender: anchor vertexes to terrain
    * Categorized the Objects page object list by type (e.g. Plants, Structures, Others).
    * Fixed that the right panel of the Objects page would sometimes snap to the left side of the screen.
    * Fixed that objects' "anchor to terrain" setting would not apply in the Maps page.
     
  44. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  45. Venryx

    Venryx

    Joined:
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    Updates:
    * Fixed that map/object box text would overflow its box if the name was too long.
    * Added new page: Biomes (shows the list of Biomes, along with all the structures and units it's able to create; also shows detailed information about each structure/unit, when selected)
     
  46. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  47. Venryx

    Venryx

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    Updates:
    * Units now show a colored circle underneath them, to represent their biome/player, rather than a marker-[dot/box]. (a similar thing will come later for plants and structures)
    * The marker-[dot/box] of a structure (including that of the minimap) is now highlighted when the structure is selected.
    * Changed the Elephant unit's radius to 1.5 meters.
     
  48. Venryx

    Venryx

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    Last edited: Jan 11, 2016
  49. Venryx

    Venryx

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    Updates:
    * Added new unit: Fox
    * Fixed that structures could not produce units. (the buttons would not show up)
    * Fixed that when the preview image for an object was created for the first time, it would not show up in the UI during that launch.
    * Added wooden platform to Objects page. (so objects aren't just shown floating over water)
     
  50. Venryx

    Venryx

    Joined:
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    New screenshots
    ==========
    https://f9ebe230f18c1fb5b5ff04c6844...ledrive.com/host/0B27vx28MKrWFZWJ0NlhhRlJHQlk
    Group of three Fox units.

    https://377204277fe3502748dfd2ef334...ledrive.com/host/0B27vx28MKrWFOXpCcjNGRm9TUXM
    Shows the Fox unit's run animation, as well as the Objects page's wooden platform.

    By the way, does anyone know why screenshots don't seem to look quite the same as when a Unity game is running? I've noticed the screenshots always seem a little darker and more blotchy than in-game, and it would be nice to find a fix for it.
     
    Last edited: Jan 11, 2016