Showing posts with label Version. Show all posts
Showing posts with label Version. Show all posts

Friday, September 4, 2015

NEW MAP (Mega-Risk v.Proto_0.0.4)

My god, making the full Mega-Risk map took forever.  Two straight days of cutting up the map meshes, inserting all of the territories, manually creating all of the borders, and setting up the adjacents for every one of the 200+ territories in the map.

But now the full map is done.

I also managed to add continents and those UI tweaks I talked about in the last post.  Also, Conrad made a bunch of seriously amazing looking sea-lines.  Now all that's left is some sort of playability in the form of AI or Multiplayer.  Conrad's made some headway in the MP department so I'm not sure what will be done first.
Once one of those is done, I suppose it'll be time to upload a downloadable release for testing purposes before we dive into all the Mega-Risky goodness.

Here, have some screenies:





Since a substantial amount of working thigns have been added, I suppose it's time for a new pseudo-release.

Mega-Risk v.Proto_0.0.4
Changelog:
- Made new 'Proto2' map
- Added Continents
- Added Sea Lines
- Added Fortresses
- Tweaked Whirlpool texture to make it more realistic
- UI adjustments
- A couple more bug fixes

Monday, August 3, 2015

Turns and Disaster Cards(Mega-Risk v.Proto_0.0.3)

Some more stuff happened last month!  After grappling on and off with the problem known as multiplayer, I realized that I don't necessarily need to get that done right away.
This epiphany led me to question the nature of the entire project.  I eventually found myself slightly revamping THE ENTIRE INFRASTRUCTURE (again) after I found out that instances (the thing we had been using to handle UI and a bunch of other stuff) are new, poorly documented, and didn't do what I wanted them to do.  So, I deleted ours and put all the code it contained in other places, which fixed a buttload of problems.

A few minor bugfixes later, and I was ready to implement the myserious things known as TURNS.  As of right now, I've put in the reinforcement and attack stages of Risk as well as the first fully Mega-Risk concept so far: DISASTER CARDS.

For those of you who've never played the original Mega-Risk, disaster cards are in-game events that happen every so often in-between turns.  They grab a random territory and do something to make the owner (an sometimes all adjacent territory's owners) suffer.  They could be anything from a lightning storm that halves the troop count to a deadly doomsday device that reduces everyone's troop count to 1.

I've got those working now.

So, all in all, the project is coming aloong nicely and, should the bug gods be kind, may be in a "playable" state before school starts!

OH, and I suppose this warrents a new 'release'.  It's time for:

Mega-Risk v.Proto_0.0.3
Changelog:
- Removed GameInstance
- Added turn-locked territory selection
- Added reinforcement stage
 - When a territory is selected, its troop count goes up by one.
- Added Disaster Cards/Events(I like that name better)
 - Happen at the end of a round
 - Select a random territory and affect its troop count in some way
- Added Top Bar
 - Displays a variety of info including player's team, total troops, and other stuff
 - Holds constantly-available buttons such as End Turn and In-Game Menu
- Added post-invasion troop movement
 - Widget spawns after victory that lets players move a number of troops from the attacker to attacking territory.

Hmm, looking at that changelog it appears I added some stuff I didn't mention.  Oh well.

I was going to post some GIFs but my screen recorder is giving me some problems.  Once it's fixed I'll update this post.


Sunday, June 14, 2015

I'M BACK. (Mega-Risk v.Proto_0.0.2)

It's basically summer so I can now at least try to keep this thing updated regularly.  There has been some progress on Mega-Risk since I last made an update over a month ago.  Namely, I implemented teams (pretty much).  All players (or, since there is no multiplayer, the player) are only able to interact with territories of their color-faction.
I've made a GIF showing off theese thigns.  I should do this from now on. BEHOLD, MY GIF-MAKING POWERS:


Now that I've gotten to a point where all of the features work, I think it's time for a new version. Thus, I dub the current stage of Mega-Risk:
Mega-Risk v.Proto_0.0.2
Changelog:
- Revamped GameMode
- Added foliage to map
- Added teams
  - Territories all are assigned to a team, which determines their color.
  - Players are also all on teams.
  - Players can onl interace with territories that belong to them, unless they're         invading, in which case they can also interact with territories adjacent to the       attacking territory.
- Added Main Menu
  - "Play SP" button enters main map
  - "Settings" button enters currently functionless settings menu
  - "Quit" button closes game
-Updated to Unreal 4.8



Next up: pseudo-turns (I say pseudo because they won't be real turns until multiplayer works).

Monday, February 23, 2015

PROTOTYPE - Update 4 (Mega-Risk v.Proto_0.0.1)

Welp, I did it.  I added the ability to select territories in-game and then edit their properties with using a set of buttons.  I also made all the continents into territories and put them on the map.
Implementing this wasn't nearly as tricky as I thought it would be.  I simply made it so that when the player clicks on a territory (which can be toggled through a built-in event), any existing UI is deleted and new UI is created.  This is to prevent multiple UIs from popping up.

The UI itself consists of a string of text displaying the name of the territory and a set of buttons that directly alter either the troop count or the color of the territory.

The map.  Finished and covered in colored territories.











Here, I've changed a few things around in-game.  All of the settings are reverted to their original state when the game closes.











I don't expect to be able to get anything of substance done anytime soon after this.  All the easy stuff is done and the next task at hand is implementing invasion, which also involves figuring out how to make each territory know all of its adjacent territories.

However, it appears that a checkpoint of sorts as been reached.  We have a 3D map of all the continents.  They all have been divided into territories and have a couple of fundamental properties that can be altered.
Therefore, I'm going to go ahead and dub this:

Mega-Risk v.Proto_0.0.1 (we have a cool development name now woo!)
Changelog:
- Initial version
- Added 3D map
- Added Continent-Territories
- Added Territory selection
- Added Territory buttons