Working Alpha screenshots!

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A few weeks ago Adam did the unthinkable, he released a new build of the game!, and boy it was awesome. Currently we are still in Alpha state, but that shouldn’t stop us from posting a few screenshots of our work in progress.

The screenshot above shows the game closer to our intended release version: It displays a working version of our trusty GUI, most of the buildings we’ll end up using (we are still missing a lot of buildings though) and features 18 out of the 23 planned units we have for the game. We still need to work a lot of the 3d assets, so it’s placeholder country for almost everything 3d.

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Enter the Thermocrats

thermocratspritescometh

 

They are here. The heroic, technologically advanced and oppressive Thermocrats are now part of the game. It took a few good months to get all the animations in place, but this time we bested ourselves and came up with 7 new units for the game.

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Enjoy a little combat

I finally got around to upload some work in progress videos.

First off is our grunt combat. These are a few of our finished sprites smashing each other to bits and just showing our combat engine off. I walk through our different stances that a unit can be placed into also. Youtube thought it would be a good idea to add some extra light to this video so it’s a little bright.

The second video shows off the special attacks of two of our Slayers. They are not finished sprites, but the special abilities are fully functional. We have some buffing abilities, a summoning ability, a charge attack, a ranged area of effect, an instant area of effect, and one that adds special damage to the slayers weapon.

Hope you enjoy!

Keeping Inspired

Last night I spent 6 hours coding the layout of buttons and the logic associated with level ups, ability points, and managing them, and then decided that the path I was taking needs to be thrown away completely and re-factor the rest.  This isn’t the first time something seems brilliant on paper, but begins to fall apart when it’s out of the gate.  This one was especially annoying though and it really made me think about whether all the sacrifice is worth it.  All the late nights, frustrating bugs, and slow progress adds up.

Today thoughts of condensed unit descriptions and more detailed special abilities dance in my head as the advantages of my gut wrenching decision settles in.  We have been working on Cairn for just over a year, we have hopes for beta testing this month, and we have almost another year of development ahead of us.  Sometimes it feels like trying to empty a lake with a spoon.  Yet here I am editing descriptions, writing pseudo code, and preparing to get back in and knock it out.

I want the game to succeed and I want to make money, but I know that both of those things may not be in our future.  All I know for sure is that we are going to release an amazing strategy game and it will stand as a love letter to all the real time strategy games of old.  The idea of having a game that can stand along side Myth: The Fallen Lords, Warcraft 2 and 3, and so many other great RTS games that have kept me entertained when I was young and keep me inspired today.

I think that’s enough rant for one day.

Unity3D Collision Detection Problems

In one of our most recent builds we found that collisions detection wasn’t working.  For those that don’t know, collision detection is exactly what it sounds like.  It is code that recognizes when two objects hit each other.

In Cairn we instantiate special effects & projectiles that use colliders to detect whether it has hit a unit. If it hits the unit it does damage, grants a buff, or assigns a penalty. The problem was that even though units were being hit, the collision detection wasn’t triggering.  I recorded a video of the issue while to help a few programmers who were helping to fix it better understand the issue.

Past the break I’ve got some the cause and solution to the problem.  Hopefully all my headache will help someone solve the issue more quickly in the future.

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