AnomalousUnderdog

LD26

Free 3d assets for your 7dRTS game

Since 7dRTS is right around the corner, you may want to prepare your art assets.

Here’s a collection of download links for free 3d assets you can throw around for prototyping and whatnot.

 

 

Maelstrom Asset Bundle

Free 3d assets from Digital Roar Studios

About 100+ 3d assets of characters, terrain textures, props, etc. courtesy of Digital Roar Studios. These are from a canceled RTS game. They are free, even for commercial purposes, but they do require attribution in the credits.

Take note that the 3d models are unrigged and unanimated. Characters are in .obj file format, but the props have been saved in Torque .dts format so you may need a converting program. See: http://gamedev.stackexchange.com/questions/21038/which-tool-can-convert-a-torque-dts-file

Download link: http://www.indiedb.com/downloads/100-free-fantasy-assets-by-digital-roar-studios

 

 

Ryzom Asset Bundle

Ryzom-Asset-Repository

An MMO with freely available art assets licensed under Creative Commons.

Note: Characters are rigged and animated, but saved in 3dsmax .max format. This may be problematic for those that don’t have a 3dsmax license.

Download link: http://media.ryzom.com/

 

 

“Medievil RPG Style Game Assets Pack”

Some free 3d props coutesy of MrSmive from the Unity game engine forums.

Note: The file is compressed in the .unitypackage format and will need the Unity Editor to extract the files.

Note 2: The original download links are dead but some digital stores are now hosting them for free.

Download links: http://www.unity3dart.com/shop/100-medevil-rpg-3d-models/ or http://www.burgzergarcade.com/product/3d-models/rpg/100-medevil-rpg-3d-models

Original thread: http://forum.unity3d.com/threads/74921-Free-Unity-package-100-Medevil-RPG-3d-Models-with-Diffuse-Normals-and-Light-Maps

 

If any of you guys know of more free assets suitable for the 7dRTS, feel free to share the links!

Strat Souls: Prepare To 7dRTS Edition

 

“Maketh thy pilgrimage to Stratholme… Thou must stroke the Fender Strat of Awekening so that thou mayest know thy purpose…”

SloweRTS

I actually have an old experiment lying around. I called it Slower Real-time Strategy (SloweRTS). The idea was to bring Final Fantasy’s idea of the ATB gauge into a real-time strategy game.

The reason for this was that one of my weaknesses in playing RTS games, is that I can’t micromanage that fast. So I thought, what if we slowed down the pace of the game on-purpose?

Here’s how it works: All units have an energy bar. Anything it does consumes energy. When it runs out, it stops and waits for it to fill up again.

Since enemies will play by that same rule, all activities in the game have a sort of periodical rest-period to them.

My hope is that it will lessen the frantic pace in an RTS.

 

To The Jam Mobile!

I heard about #7dRTS from the IRC chatroom for the Unity game engine.

Once I saw it, I immediately thought of SloweRTS. Perhaps I can use this opportunity to flesh it out more?

 

I had been wanting to make some sort of Dark Souls demake, and I thought the energy bar system of SloweRTS is very similar to Dark/Demon’s Souls’ stamina system, so I thought of making a parody of Dark Souls.

 

So here is the first WIP screenshot of Strat Souls:

Those are not Capra Demons.

 

 

You can play around with the web demo WIP here: https://dl.dropboxusercontent.com/u/25260770/StratSouls/Web.html

 

Controls:

Left-click: selection (drag for marquee select)

Right-click: context-sensitive command (right click on ground: move there, right click on enemy: attack it)

WASD: move camera

Middle-click drag: rotate camera

Mousewheel: zoom camera

Tags: progress, screenshot, Strat Souls, unity, unity3d

Comments

22. Jul 2013 · 12:22 UTC
I like the idea of sloweRTS although my worry would be that it introduces another thing to micromanage. It would add realism if there were advantages to an army marching, then camping, then attacking over just marching to your enemy and then immediately engaging them but that might make it more work to do things like send out skirmishing attacks or scouts if you actually had to tell them when and where to have rests (because you wouldn’t want your troops to be resting while the opposition forces have full points and are able to attack you) Wouldn’t it just mean that the best players are the ones who “game” this system the best.
22. Jul 2013 · 14:07 UTC
I probably shouldn’t aim to eliminate the requirement of fast clicking skills altogether, I just want the game to have less emphasis on that.

Clarification on my entry “Strat Souls”

Hi guys,

 

Just a clarification. I saw the submit entry button for #7dRTS, and I thought it was used for submitting your entry at the start. So I went ahead and made one.

Turns out it’s for submitting final builds.

Whoops.

I guess you can chalk it up to staying up too late. This is also my first time participating in anything that is Ludum Dare.

Well, there’s no option to delete the entry, so I renamed it “work-in-progress”.

 

In any case, I’ll still continue working on it even if I get disqualified or anything like that. And you can use that to always see the latest build of the game while it’s in-progress.

Tags: progress, Strat Souls

Comments

22. Jul 2013 · 10:56 UTC
I don’t think you need to worry about being disqualified, as this is just a mini LD. My advice would be to update regularly and make sure it’s clear that the version that’s there is WIP. A lot of people release early and then iterate, even in the main LD and it’s not uncommon to make a submission page and update it may times before the deadline. It’s a good idea for both drawing attention to your game and getting feedback.
22. Jul 2013 · 13:49 UTC
Hey thanks! Yeah that’s true, this isn’t a competition.

Strat Souls: Internal Brainstorming 1: Play Modes

 

So I’m at a point where I’m wondering how the whole game will work. Will it have harvester units? Worker units? Are units upgradeable?

Here are multiple ideas that I’ve come up with:

 

Traditional RTS Type

  1. You have harvester units who gather souls from corpses in the map. (like Tiberium fields in C&C)
  2. You have a nexus which is your base. If it gets destroyed, you lose.
  3. You create units by summoning them into the map, costs souls.
  4. Summoning takes a long time to complete, and the enemy can attack the summoning point to prevent that unit from appearing.
  5. You can only summon near your nexus, near other units, or at summoning fields that you can construct. Summoning fields can be destroyed by the enemy.
  6. When your units kill enemies, they level up automatically (i.e. veterancy in C&C).
  7. You upgrade your nexus to gain access to better units. You can purchase upgrades also in your nexus.

 

Tactics Type

  1. There is no base-building, no resource-gathering.
  2. Instead of an army, you have a party of heroes. Your enemy has likewise.
  3. Tries to capture the Dark Souls vibe, just that instead of controlling one character only, you control maybe 2-5.
  4. Controls are much more micromanage-intensive.
  5. May be more suited for a single-player experience.

 

Epic Battle Type

  1. Inspired from the multiplayer mode in Total War games.
  2. There is no base-building.
  3. Each player has fixed number of souls at the start to purchase units.
  4. When you kill enemy units, you gain souls equivalent to half its cost (i.e. dwindling economy).
  5. You can summon reinforcements in the middle of battle. Summonings are almost instantaneous.
  6. If you don’t want more units, you can use souls to upgrade your units instead.
  7. When your unit dies, all the rest of your remaining units gain size, until you are left with one unit who is a giant boss that you control.
  8. This ensures that an “epic battle” at the end of a match always happens: between the winning side who has so many units, and the losing side who has a giant boss.
  9. It’s also possible that both sides end up with giant bosses too.

 

I could eventually try implementing all of them but I have to consider which I will make first.

I’m also wondering whether I devote my efforts into creating a single-player mode first, or a multiplayer mode first. Of course I want to add both but I’m wondering what I prioritize for the 7 days.

Single-player means I make AI, multiplayer means I do networking code.

Feel free to give suggestions!

Web demo WIP

Tags: brainstorming, design, progress, Strat Souls

Comments

rob
23. Jul 2013 · 11:52 UTC
Epic battle mode sounds like a ton of fun, especially with the giant boss idea.
yangamedev
23. Jul 2013 · 12:01 UTC
Why not both?
23. Jul 2013 · 12:33 UTC
You need a fighting unit that just spins in a circle shooting bullets everywhere. Epic battle sounds like the most fun.
24. Jul 2013 · 00:26 UTC
Thanks guys, sounds like Epic Battle is worth experimenting on then.

LD27

Strat Souls: WIP 3

Only under the hood stuff changes today.

 

2013-07-24-21_30_43-Greenshot

Over the course of doing this so many times, I think I’ve ended up with a really good façade class for my units.

It pays well to name and design your functions in the problem domain! Thinking in terms of FaceOtherUnit() is easier than RotateToTargetDirection(). Abstract those low level details with your façade!

Preview of my Behaviour Tree plugin, currently codenamed “INTLord”

I’m doing some quick work to bring my half-baked Behaviour Tree plugin into the game. Should get something up within the day.

 

Man, it feels good to refactor some code.

Oh yeah…

Tags: progress, screenshot, Strat Souls, unity

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This entry was posted on Wednesday, July 24th, 2013 at 6:54 am and is filed under MiniLD #44 / 7dRTS. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Strat Souls: WIP 4

After wrestling with Git subtree commands overnight, I’ve integrated my AI system into the game. Not much right now though, just the dummy units following you.

I took this time to add a new unit and re-enable an old one.

The shielder is a tank unit that can’t attack. However, it is the only unit that can push units by just moving through them.

Since the zweihander guy moves so slow, you can actually use shielders to push him and move faster!

The shooter is actually from the old SloweRTS experiment. It will be replaced with the sorcerer: a ranged unit whose projectiles are homing.

I took this time to integrate NGUI into the project as well. The box on the lower right will serve as a context-sensitive quick help. The art assets are a combination of the free Necromancer GUI in the Unity Asset Store, and the Moderna Graphical Interface from OpenGameArt.org.

 

Web Demo WIP

Tags: progress, screenshot, Strat Souls, unity

Strat Souls: WIP 7 now with blurry video!

I have some basic network code in, players can summon in units and move them, though things like attacking and playing animations aren’t “network-aware” yet.

I also added in the master server because, well, it’s already there. I’m using Unity’s built-in network library so it was relatively a breeze to put in.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 20%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ Another player? Let me guess, you're here to look for a game. Well there's no use now... Another player? Let me guess, you’re here to look for a game. Well there’s no use now… Chat window. Chat window. Be wary of rushing. Be wary of rushing. Summoning a Zweihander Guy. Summoning a Zweihander Guy. Wait--why did I use a cow skull? Wait–why did I use a cow skull?

Now here’s a blurry video of testing the multiplayer:

Web Demo WIP

Tags: progress, screenshot, Strat Souls, unity, video

Strat Souls: WIP 8

Finally got attacking and damaging working over the network. Some bugs I’m still fixing though.

 

I also noticed goffmog said, “There had better be guitars in this.”, so I made this:

Tags: progress, screenshot, Strat Souls, unity

Comments

superjoe
28. Jul 2013 · 02:28 UTC
“Guitarsman” – LOL! I want to try fighting with Guitarsmen!
Follett
28. Jul 2013 · 02:29 UTC
I am legit excited to play this!

Strat Souls: WIP 9

Here’s us doing a playtest to make sure the bugs are fixed.

And one thing we immediately noticed is the poor movement handling.

I don’t have any pathfinding or obstacle avoidance yet. Also, no formations. Boid movement can be worth a try here.

Also summoning cost isn’t implemented yet so we had too many units (we were goofing off), I was envisioning something like 10-20 units only per player.

To the two guys who joined us, sorry I think you got disconnected. Blame it on my country’s ISP.

 

Web Build WIP

Tags: progress, Strat Souls, unity, unity3d, video

Strat Souls: WIP 10, Internal Brainstorming 2

0 days 19 hours 57 minutes 36 seconds left!

 

Ok, so I got soul consumption working. Meaning, summoning units now require souls. Each unit type has a soul cost and you are (for now) given 1,000 souls at the start.

As we discussed before in Internal Brainstorming 1, people don’t seem to like the traditional RTS type where you have base-building and resource-gathering, so I didn’t do that.

You have a fixed amount of souls at the start (like every other player in the map) and summon units to compose whatever army you want, as long as you can afford it. You also probably shouldn’t be allowed to attack enemies while everyone hasn’t finished summoning their initial army yet. But I haven’t added that in for now.

 

Be wary of rushing.

Be wary of rushing.

I probably can’t add anything that significant now; there’s not enough time (still fixing a few bugs here and there).

But I wanted to add mainly better movement (pathfinding, obstacle avoidance, lockstep marching, whatnot), and a few more units (bonewheel, pyromancer, guitarmancer, etc.).

 

Here’s the thing about the initial design:

“When you defeat an enemy, you gain souls equivalent to 50% of the unit type you killed (i.e. dwindling economy). You can use this to summon reinforcements in the middle of battle or upgrade your existing units.”

We got this idea from the multiplayer in Total War, as described to me by my friend (actually haven’t tried it myself so I don’t know how it works) my friend’s suggestion, he just happened to mention Total War as an aside, so I got confused.

Now, what strikes me as odd is, why would you reward the player who’s winning? If he’s winning already, he doesn’t need more help.

Understandably, I believe this comes from the basic idea that people should be rewarded for their hard efforts.

In the context of the game, it makes sense to reward the winning side if players are in a stalemate and we need tip the scales of battle quickly.

But once someone has the upper hand, you don’t need to bother watching what’ll happen next; the winning guy will just steamroll through everything for sure. Every character he kills means his army will grow bigger and the opponent will have his back to the wall.

So that was where I thought of the size growth idea. Whenever you lose a unit, all your remaining units gain size (someone suggested that only your units that are close enough to the killed one should be affected), until you are left with one unit who’s a giant boss kind of guy.

My proposition was, is it possible to give the losing side a second chance while still keeping it fair for the winning side?

 

Here’s also something I was thinking about: Factions. Something like this:

  1. Undead (Lordran)
  2. Phantoms (Boletaria)
  3. Demons (Capra demon, Taurus demon, etc.)
  4. Dragons (?)
  5. Chaos Witches

Maybe each faction has a particular passive bonus to its units somehow. I’m also thinking of sub-factions, like the Covenants for Undead, or the White/Black Tendency for Phantoms.

 

Web Build WIP

Tags: progress, screenshot, Strat Souls, unity, unity3d

Strat Souls: WIP 11

0 days 15 hours 40 minutes 13 seconds left!

 

So I got obstacle avoidance working, with thanks to some pseudocode explanations on boids here.

Units will still get stuck occasionally however, as there’s no escaping the need for pathfinding.

Now I’m wondering if my old code for influence maps will help with this. Although influence maps are used for tactical reasoning, they are very similar to potential fields (which is the one used as an alternative or supplement to traditional pathfinding, i.e. A*), so I think I can use the same code.

I shared my simple test implementation of Influence Maps in Unity. You guys can check out the source code here. Here’s my forum thread on the Unity forums.

 

I think you need a combination of both obstacle avoidance and pathfinding to get good AI movement.

Anyway, I would consider this tolerable for now, so I’ll move on to making a few more units.

Tags: progress, screenshot, Strat Souls, unity, unity3d

Strat Souls: WIP 13. End of #7dRTS. YOU RECOVERED.

Hi guys,

Well, that was one hell of a ride.

To facilitate my testing better, I divided my web builds into two: Release, and Experimental version.

This is pretty much the same idea with stable, and development versions: the Release version is the latest that has no (showstopper) bugs, while Experimental is the bleeding edge version with new features for testing.

Right now, the Experimental version is the one that has the Bone Wheel unit.

 

Here’s me and my friend doing a playtest:

 

I’d appreciate if you gather some friends and test the Experimental version if it runs ok! Send me messages on my Twitter, or comment in this page.

You can check out my entry here.

Tags: progress, screenshot, Strat Souls

Strat Souls #7dRTS Postmortem

I’m not going to bombard you with paragraphs so here are quick points for a postmortem:

 

 

SOSO

SO SO: I used old base code from my turn-based strategy game experiments. It was not the best fit. There were some few unused pieces of code that I had to clean up (“I don’t think I’m using this function, I should delete it, it’s distracting me… but is this part really not used? I have to check…”).

 

 

GOOD

GOOD: Clearly define the scope of what you’ll do. That goes without saying, and yet some people don’t get this. When I see others saying “I’m gonna add this and this and this, I think it’s ambitious for the time-alloted, but I think I can pull it off LOL” that’s already a red flag right there. Do you even have a concrete plan to do all that?

I put it out there that I can create either a singleplayer game or a multiplayer game, but not both. At least, not within the 7 days. So I asked in the Ludum Dare website which they want first. Of course I want to add both eventually, but I have to choose what to finish within the 7 days.

 

 

GOOD

GOOD: Create a “testbed” level to quickly prototype ideas. A sort of playground level without victory/defeat conditions so you can test things quickly. I do this all the time. Shigeru Miyamoto does this, so why wouldn’t you? Don’t you love Miyamoto-san?

 

 

GOOD

GOOD: Sound software engineering practices. Abstract low-level details with high-level convenience functions! Reduces clutter, makes it easier for you to think! I’m going to write a separate article about this.

 

 

GOOD

GOOD: Used NGUI! Worth the $45 (got it on sale)! NGUI’s WYSIWYG workflow allows you to design GUI layouts fast!

 

 

GOOD

GOOD: Used free art assets from the Internet! Some editing was required but still lessened amount of work!

 

 

GOOD

GOOD: Made my own 3d animations! Better control on how I want attacks to move.

 

 

GOOD

GOOD: Used primitive shapes for my 3d models on purpose. Didn’t add legs to lessen work! No need to animate legs! Looks cute according to some people! (?)

 

 

GOOD

GOOD: Made use of free 3d models from blendswap.com (i.e. the skulls of the units) to lessen amount of work.

 

 

SOSO

SO SO: I probably should have made use of a state machine to facilitate low-level behaviour of units. But with the behaviour tree plugin I integrated, I think I can make use of that instead. I did not choose to do this though, as I concentrated on multiplayer instead as requested.

 

 

GOOD

GOOD: The good thing is all the ugly code is hidden behind a clean interface & facade class. So eventually I can clean up my ugly code without adversely affecting the rest of my code.

 

 

BAD

KIND-OF BAD: Should I name my function FaceUnit() or TurnToUnit()? Can’t decide! Drives me crazy!

 

 

GOOD

GOOD: The network code I made includes a lobby and match-making service, which I could use later on for other games.

 

 

GOOD

GOOD: Although I use the built-in Unity network library, I modularized my code so I can swap it for a different network library instead (Photon or uLink, maybe?). This is probably likely as I’ve heard many complaints that Unity’s built-in network library is buggy in real-world use (when there are dozens of connecting clients).

 

 

SOSO

SO SO: This game jam forced me to learn git subtrees. I lost sleep wrestling with the damn thing, but now I can use it.

 

 

BAD

BAD: Live streaming? With the quality of Internet connection in this country, forget it. Tried it. 90% of my streaming video’s frames were getting dropped.

 

 

GOOD

GOOD: Keep two versions of your builds: one for the clean, playable, version, and another for your experimental version where you are adding new stuff. In case what you’re adding won’t make it to the deadline, simply use your last clean, playable version.

I usually release my Unity web builds on Dropbox. But I realized I should have put two versions on Dropbox, i.e. the two versions I mention. There would be a StratSoulsRelease folder and a StratSoulsExperimental folder. Once I’m sure of my experimental version’s stability, I simply copy the necessary files over to the release folder.

Tags: postmortem, Strat Souls