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Diego A.
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WW1 - No Man's Land Devlog 14
Got a couple more rough animation frames ready for cleanup!
Surrender
This sequence will play when the battle is lost: all your troops will immediately jump into this surrendering pose.
Fly back
I'm thinking this little fly back animation can be pretty sweet to play when an explosion occurs and the troop is right on the edge of that explosion's blast radius.
Death from above and below while prone
Currently, I only have a death while prone animation for when the troop is shot at from the left or right sides, but not from the top or bottom. These frames should fill that gap.
Death from above and below while crouched
Same as with the prone animations, for the crouch animations I did not have animations for when the troop is shot at from the top or bottom. These frames should fill that gap.
Take Cover
The destroyed trees placed on the battlefield aren't just for looks. My plan is to allow these to serve as cover, offering players different ways of moving their troops up strategically. These frames here will be used for when a troop is near a tree and is taking cover behind it. Still have to do the back view frames for this.
That's all for now, thanks for stopping by!
Also, feel free to poke around the main page for this project if interested, here's the link.
WW1 - No Man's Land Devlog 12
Bit of a small one this time, but managed to get a couple of those front and back view frames cleaned up. Also added the fire effects for when the weapon is used:
Will be going back to draw out some more frames (for things like surrendering, death to explosions, maybe spice up the idle animations).
That's all for now though! Thanks for stopping by!
WW1 - No Man's Land Devlog 11
Once again, it's been a super long time since my last update. Since then, I have been slowly working on more stuff for this game, and have a ton of new things to show here for those interested!
Don't want to take up too much time rambling, so diving right in!
Networking
Prior, I was making use of an AWS server in conjunction with the Mirror API to support multiplayer; however, AWS only offers a free trial for about 1 year, after which charges would start getting accrued. This is something I wanted to avoid, so I went ahead and switched over to Steam Networking.
This of course means that multiplayer, in its current form, will only work through steam, but I think that is perfectly fine. I plan to release this game on Steam (perhaps do an early access run?) anyway, and this can always be updated later if I want to release on other platforms.
After making the switch to Steam Networking (also still using the Mirror API for the in-game networking), I was able to setup a public and private lobby system. The private match feature also includes the ability to invite any of your steam friends! The videos below show those 2 things in action:
Public Match Flow:
Private Match Flow:
Oh also, the entire game is now networked. Prior, players could only connect to each other and load into a match, but actions within the match were not synced, and now they are thanks to the Mirror API.
New Card Animations
Did a massive UI overhaul as well (as you most likely realized in the previous section). As part of that overhaul, I added some animations to each of the cards, to spice them up a bit:
Also went ahead and implemented that card displayer art I showed on my last devlog. Cards are now presented in a war-letter like fashion:
Flag Animations
I also want to add more life to the battlefield itself, so got started by adding some wind animations onto the flags. Next steps are to maybe add some sway animations to the knocked out trees, and some more movement to the idle troop animations.
Below are the flag animations as they appear in Aseprite (the pixel art editor I am using), and in-game:
More Troop Animations
Currently working on the front and back facing animation frames for the troops themselves. I am following the same process I followed for the prior frames: sketch the rough poses out on paper first, transfer into Adobe Illustrator to get their vector art forms, and then size those down to produced a pixelized version that I can then cleanup within Aseprite.
It's definitely a process, but i'm not exactly a god animator haha, so just rolling with what works for me to avoid total deadlock in this area.
Below are the different stages of this process:
Here are the frames in their vector style forms:
Here are the frames as they appear in Aseprite (still need to do major cleanup on all of them):
Also did a test run of the running (backview) frames in-game:
Main Menu BG update
You may have noticed that the main menu is now looking a bit more fleshed out from the vids above. The initial BG for that was going to be a still image with a tank, but I wanted the main menu to feel a bit more immersive (as was done in the previous game I helped to make called Sengoku), so I went with a trench background that moves as you go through each menu, to invoke that you are sort of moving through a trench, and just beyond lies No Man's Land.
This is the sketch behind the new idea for the menu BG:
And this is the sketch for the old idea:
I also reworked the game title art, trying to mix in some more key images of WW1 into the title itself (such as barbed wire and helmets):
Final Notes
That's all for now. As mentioned, will continue working on the rest of the animation frames. Going to make a full push to get all of them done and stop pushing it back. Can expect more on that in the next devlog.
Thanks for stopping by!
WW1 - No Man's Land Devlog 10
Sorry for another small progress report. This took awhile, but I finally got all 292 frames for the German troops done! Hit a little roadblock along the way too: the old pixel art editor I was using kept crashing on me due to the number of frames, so I ended up having to transfer a fair amount of frames over into a new pixel art editor called Aseprite. Also, whilst trying to actually import these into Unity, I found that I needed to do some major reworks to my animation system, but it's all back in business now!
With the completion of these frames, both the British and German troops now have the majority of their side view animations complete. Now, they just need the front and back view frames, and I wanna go back and spice up the idle animations a bit more (currently those just use 1 frame, which is a bit dull). Also wanna add some more special animations for when troops are hit with explosive projectiles (artillery, grenades, etc.), and fix a lot of janky stuff that is still going on in the actual game (sorting orders, movement speeds, etc).
Anyways though, below is a vid of all this in action:
Going to keep pushing forward! Thanks for taking a look, and if all this poked your interest, feel free to check out my other devlogs!
WW1 - No Man's Land Devlog 9
This one is going to be brief, but wanted to share some of the progress i've made on art, one of the things I mentioned last time as on my TODO list.
The Tileset
I mentioned in my last devlog, I wasn't quite happy with the tileset, as it felt too busy. Due to this, I experimented with a more simplified design for the dirt patterns, and this is the result:
Overall, i'm way happier with this one. I think the smaller amount of detail allows the troops and battlefield decorations (like broken trees) to stand out way better. (By the way, did I mention that the trees will not only be there for looks? They too will have a mechanic wherein troops can take cover behind them, and they will also react to battlefield events like shells blowing up next to them).
My own explosion effects
Also mentioned last time, the explosion effects used up to now have been temp art. I finally got around to making my own. I went with 2 variants, 1 for the larger artillery shells and another smaller one for grenades:
New UI Art
Also made some huge progress on a lot of the final UI art for the game, varying from the main menu, to the multiplayer room slots, to updating the card art, etc.
Was trying to think of a way to present in-game dialogs like drawn card info, battle results, etc., to the player in such a way that it fits with the theme of the game. With that goal in mind, I came up with using an opening war-letter envelope, from which things like drawn card dialogs, or battle results, will then slide out of:
The drawn card UI, along with various other in-game dialog boxes and drop down menus will make use of UI similar to what the room slot UI shown above is using: weathered paper that has space for text to be displayed on it, or images (for the cards), etc:
German Troops
Perhaps the biggest thing I am about to do: the frames for the german troops. I already got the design for this troop, so now it's just a matter of extending it into all the frames needed to get it animated, which is probably going to be a tedious process. Here is a quick pic though of what the first idle frame looks like:
Final notes
For my next steps, going to keep hammering on the German troop frames, since having the 2 factions will be crucial for the playable version.
As usual, thanks for checking this out! Here is a link to the main page for this game if you're interested in more!
https://diegendo.itch.io/ww1-no-mans-land
Feel free to check it out!
Devlog 8
Once again, it's been awhile since my last update. Really gotta get more consistent with these, but work has continued on this project. Last time, all I had was the basic troop movements. There was no UI, no game over state, no cards, etc. All of that has changed now: the underlying systems for the cards has been added, the game can now end, and the barebones version of the UI has been added! I got a couple of cool vids of this stuff in action, so lets hop right in!
The cards
The game features 8 different cards (and more may be added) that each add other methods for you to strategically defeat your opponent. There are 4 cards in the lethal category, meaning they directly harm troops, and 4 cards in the tactical category, meaning they indirectly harm the enemy team. Here are several of these cards in action:
Grenade Card
This is a card that allows you to pick 1 of your troops to throw out a grenade! Note the the explosion used in the video is temp art and is not mine. Also, still working on a death animation for explosions, for now, just using one of the standard death sequences:
Artillery Card
With this card, players will be able to set a target anywhere on the battlefield, and send a shell flying toward it to create a devastating explosion. As with the grenade card, the explosion effect is temp art. Future plans include having a little camera popup that shows the canon actually firing the shell, and then shaking the entire scene to add greater energy to the shell's impact!
Chlorine Gas Card
A card that allows you to shoot a shell loaded with chlorine gas, which created a dead zone that slowly travels toward the enemy! Any troops caught in it are lost. Note that the green square is just temp art as well.
Reinforcements Card
Allows you to spawn in 2 more friendly troops in case the battle is not going your way!
Special troop action
When troops are moving, and they cross paths with an enemy troop, they will perform a melee attack on that enemy, allowing you to essentially get a free kill via strategic movements (you may even be able to get a streak)! Of course, only the side view animations are in place, still need to do melee sequences for facing down and up:
The new UI
You may have also noticed that I worked a bit more on the UI setup: we now have the actual confirmation button (a telegraph button), and a dice counter for tracking the number rolled. A little light has also been added, where red indicates that you still have moves to make, and green indicates you can confirm all troop movements. Still need to add in special UI effects, and the 2 decks for lethal cards and tactical cards will need to be flipped hehe.
Also, got started on NETWORKING the game, yay!
To cap things off, I also made some major progress on my networking solution. This part has been one of the most time consuming parts (aside from doing the animations), since I had to do a fair bit of research and whatnot. In the end, I decided to go with Mirror as the underlying networking package, as opposed to Photon (which I have usually used up to now). I decided on this route so that I can give myself more freedom over which hosting service I use, and to potentially have more control over my costs.
While setting up Mirror, I have also found that it seems a little more straightforward in comparison to Photon, especially when it came to setting up the room system here, along with RPCs, etc. As of now, I got the underlying system for public and private rooms in place (with a little bit of bugs to work out still). The next big step is to get the game itself networked, and once that is done, playtesting should be possible! Here is a vid of the room systems in action:
The server itself doesn't look like much, but I did take some time to add in a menu that allows me to sort of poke through the data the server is creating, such as the rooms, the players in those rooms, account info, etc:
New Debug tools
Nothing to big here, but also took some time to touch up some of my debug tools. Firstly, I added in the ability to see the battlefield grid data, where each color represents the type of grid (is it a trench grid, a barrier, etc):
Secondly, I added in the ability to quickly use any card, at any time, rather than having to waste time going through the random draw card system on the 2 decks:
Both of these new additions have made debugging things a bit more smooth, so super glad I took the time to make these!
Final notes
So I think my next focus will be on getting the game scene networked, and making the room system fully stable. I also will be making a major push to do another round of art creation and enhancements, particularly for creating the missing frames on the british troops, the UI, and the German troops. I also want to redesign the tileset itself, particularly the dirt patterns, since those seem to be getting too busy and boring...
I will also be aiming to polish up the UI effects and making things a bit more clear for when it comes to troop selection and card usage, as I feel that can be a bit confusing right now.
Once all that is done, I will turn my attention to implementing some AI for single player mode, though I think that won't appear until a devlog after the next one. Anyways, exciting things on the way hopefully! Super eager to do another art round, I think the game is sort of faltering on that side a bit, and I want to correct that!
Well, as usual, thanks for checking this out! Hopefully I can at last have a playable version of this out on next devlog! Also, if this poked your interest, there is a whole main page for this project right here:
https://diegendo.itch.io/ww1-no-mans-land
Feel free to check it out!
WW1 - No Man's Land Devlog 7
Alrighty, so you may be wondering why this says devlog 7 when it is the first post, reason for that is because I have been doing them over on the game's main page here, but looks like I never got around to posting it here as well, oops haha. With that said though, I went ahead and pulled the project overview into this post so that you can all get an idea of what this game will be about if you are interested:
As quoted from my main page:
WW1 - No man's Land is a game centered around trench warfare during WW1. There are 2 sides, the allies (composed of British and French troops) and the German forces. It is played on a top down grid, which will be decorated with WW1 theme based art. Players take turns either moving their troops up or drawing power up cards. Power up cards are separated into lethal and non lethal categories. These cards range from the ability to call in artillery strikes, throw grenades, call in smoke bombs, and much more. How far troops can move or shoot is also determined by a die. The end goal is to capture all 3 trenches, to obtain full control of the battlefield.
Progress Overview
Firstly, here is a vid of where things are at right now:
In comparison to the progress seen in my last devlog:
Some systems seem to be missing right now, such as the card system and the dice system. The reason for this is because some major reworks had to be done to the way the battlefield is represented data-wise. In the older vid, this representation was done in a very abstract way, which made doing things like pathfinding, troop selection, etc. a bit more complex than they needed to be. The old representation also was not going to be very friendly when the time finally comes to implement the AI for the game.
Got lot's more to say and show, but due to the word limitations here, the rest of the devlog can be found here. Feel free to check it out!
WW1 - No Mans Land Devlog 6
Alrighty, nearly all the card prototype systems are complete, the only one missing is the patch up troop card, which will allow the player to revive a dead troop by calling a medic over to a location with a dead troop in it. I think the cards really do add a lot to the game, super happy with how things are looking.
There are still a couple of things I would like to fix though, such as allowing the player to also assign a shooting decision at the end of a movement decision, since right now it is really difficult to get a shot off without losing a troop like 99% of the time.
In terms of what happens after I finish the patch up troop card, I am still deciding on whether or not to start programming the AI, or get started on creating the UI layout and art for the game so that I can get rid of all this placeholder art.
Seeing how Devtober will end tomorrow, this will be probably be my final post in this community, but I will keep posting weekly devlogs on my main itch.io page for this game, so stay tuned if you are interested in following this game!
Thanks!
WW1 - No Mans Land Devlog 5
Some more progress has been made. I was able to lay out the beginnings of the card system, ranging from mechanics like card shuffling, using cards, drawing cards, etc. I still need to implement the actual card behaviors though, but in this vid you can see the prototype version of the artillery card behavior in action. A couple of bugs I have to fix too, but so far nothing too major. Once I get this card system 100% complete, I will need to come up with a final layout design for all the UI (right now it is just placed so I can use it to test the various systems). After that though, I am planning to either get started on the enemy AI, or maybe even start working on some art to get rid of all this placeholder art.
Devlog 4
Made some good progress this past week! Here is what I managed to get done so far:
- Implemented the turn based system, so users can now take turns making their moves
- Got the attack system up and running
- Got the dice system in, and fully tied it to how many moves the player can make
- Fixed a ton of bugs with the assignment of moves
Here is a vid of the progress up to now:
Up next:
- Fix some more bugs that have appeared with the assignment of moves
- Start programming the card systems, and once done, think about other cards that might be cool for the game to have (like the ability to call in a bombing run with a WW1 plane, or the ability to call in a tank, etc!)
- Start designing the final layout of the UI, since right now its kind of a mess
- Finally, once the card system and UI layout designs are all ready, I will begin working on some environment art
I think I can definitely knock out bullet points 1 through 3 by end of next week. Super excited to get started on the card systems, though figuring out how to represent each using template art will be a bit tricky (and look boring, but better to be sure the underlying system is solid before spending time on art for it).
Anyways, until next week! Thanks for checking this out!
Devlog 3
Not much to report today. I managed to add in the mechanism that will prevent the user from moving troops to grids other troops are already set to move to, and also got started on the attack assignment mechanic. I am thinking about making a devlog only once a week now, since posting everyday is not really allowing me to really show much, so I think updating my schedule this way should be better. So devlog 4 will probably not be out until next Friday. I'm certain there will be a good amount of progress to show off in that one though!
Devlog 2
Also, here is today's progress!
As planned in devlog 1, I went back and reworked the action demonstration system so that now, it only plays when the user is hovering over the troop they want to see it for. I also added in the ability for the user to cancel moves they have set (prior to confirmation), along with the confirmation button which confirms all of the moves the player has set and allows all the troops to actually perform those actions. I think it is going to be awesome seeing all the troops move up as one while at the same time, once the card systems are in, seeing things like artillery strikes coming in!
Tomorrow, I am planning to address the issue where the player can place troops in grids that already contain an allied troop, and also get started on the attack system so that the troops can start shooting. Going to be fun!
Dev log 1
Hey! I meant to get this up yesterday but was having issues getting my project submitted, but looks like all is set and good now, so here it is. Also, I go into a bit more detail about what this game is about on my main project page if you would like to check it out! It's pretty rough right now, but I hope to keep expanding it as I develop the game more.
Well here is my first dev log for WW1 - No Man's Land! Not much to show right now, but besides just talking about what I have completed so far, I am also planning to include code snippets to explain how I programmed some aspects of the game, in hopes of helping other fellow game devs or even getting pointers for improvement! So look out for these as well. Anyways, let's get started with dev log 1!
Programming:
So far, I have managed to get a prototype version of what the troop selection system may look like. I am still trying to solidify the mechanism used to demonstrate what actions the player has set for each troop. Getting this right is important so that players can review their moves before confirming them (and potentially cancel to modify them prior to launching the attack). Right now, the moves the player has assigned to each troop are demonstrated in an iterative manner, though I think what will make it less confusing is if I make the demonstrators play only when the player is hovering over a troop that has been given an action to perform, this way they only see the action on the troop they want to see it for, rather than having to wait for all troops to demonstrate their actions before finally getting to see the one they want to. Below is a video showing the current progress on this movement mechanic. Note that all of the art shown is placeholder as well.
Tomorrow, I am planning to make that change I mentioned above, along with these 2 additions:
- Allow users to confirm all their assigned moves, so that all the troops can finally move up and perform the attack together.
- Allow users to cancel moves they have assigned so that they may modify their strategy. This cancellation will only be allowed though if the player has not yet confirmed all their actions.
Early artwork:
I do not really have much in terms of new graphics to show, but here is some of the art I created for the physical board game version of this project (which is also on my main page):
These are what the troop pieces looked like in the board game. There were British and German forces. Unfortunately, I was not able to get the french troop pieces made, but I will make sure to do so for the computer game version!
This is what the cards looked like, separated into a lethal and non lethal category. It is going to be interesting programming the behaviors of each of these in the computer game version! Especially the grenade toss and step on mines one (going to be super fun drawing the explosion effect!)
And of course, I can't have the board game without the board itself. The in game version will have a similar perspective, though it will be pixel art and make use of Unity's tilemap systems along with some cool shaders to spice things up a bit more!
Overview: A WIP 2D Zombie metroidvania where the player will embark on a journey against viscous zombies and main bosses, all leading up to a shocking discovery about what the world there character is really in, and the true cause of the zombie outbreak. The enemy, may not be the enemy after all. Features mechanics like sliding, crouching, being able to shoot in any direction, wall climbing, and much more! Recently added in 2 more zombie variants and a prototype of one of the interior levels for the city buildings. Feel free to check it out if you are interested! Thanks!
Link to page: https://diegendo.itch.io/the-gloom