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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.

Post news Report RSS Updates - 2016-06-10

33 updates: data-frame-time reduced to ~20% of prior. (i.e. FPS greatly improved) Console/log panel has textbox to run arbitrary code on the active object, and button to include/exclude the "Console" (output) log-category. Enemy non-firing buildings are considered passive-threats (and attacked as such, rather than completely ignored). Enemy buildings that can shoot arrows are considered active-threats (along with enemy units). If trying to open map-dependent tab, [...]

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New screenshots
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At the bottom-left: New BottomBar>Console panel, showing logging from path-finder specific to the unit, as well as the in-game code evaluator. (for debugging)

At the bottom-right: New proto-queue system shown at the top of the units panel, with a "prototype" of the given unit type created whenever the progress bar for one completes. Prototype units are non-working, non-fighting units from which you can "clone" to create child units. Child units are are weak and slow, but will after some time become adult units--your standard working and fighting force.

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New BottomBar>Units panel, showing the new grid system they're layed out in, with a unit's info-popup showing.

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One of the "child" units. Also shows the "general actions" panel at the bottom-left, and the "plants" panel at the bottom-right.

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The Hotkeys panel, where plants, structures, and units can be aligned to grids. These grids are used both to lay out the items in the ui, as well as to determine what hotkey triggers them. (top left is triggered by the "Q" key, the one to its right by the "W" key, etc.)

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About the same as the above. Lets you align "general actions" and structure-specific "abilities/technologies" to grids. The general actions consist of things like "Set Stance - No Action", "Stop", or "Self Destruct". The abilities/technologies consist of special building-based attacks (none added yet), as well as technologies the given structure can research.

33 updates
==========
* Data-frame-time reduced to ~20% of prior. (i.e. FPS greatly improved)
* Console/log panel has textbox to run arbitrary code on the active object, and button to include/exclude the "Console" (output) log-category
* Enemy non-firing buildings are considered passive-threats (and attacked as such, rather than completely ignored)
* Enemy buildings that can shoot arrows are considered active-threats (along with enemy units)
* If trying to open map-dependent tab, but no map is selected, default back to first tab
* Player color is used for in-ui health bars (to match the overlay ones)
* Profiler_CurrentRun works the same as Profiler_AllRuns (uses same Block structure)
* Player can select objects even while paused
* Units do not show the black-and-white fade/dissolve effect for their health
* Transform functionality of VObject moved to own component (part of refactor, since VObject class was getting huge)
* Mesh functionality of VObject moved to own component (same as above--part of refactor)
* A unit does not show the black-and-white fade/dissolve effect for its health
* Info popup for a plant, structure, unit, or tech shows up (showing name, health, attack strength, etc.), when hovering over its button on the Live>Action panel
* Biomes page shows defenseTypes and attackTypes contents
* Walls no longer flatten the terrain under them.
* A human-owned unit with move-task displays line to target (if setting enabled)
* VObject's PostChangeBounds method only updates stuff when our pos on .1-meter grid changes [for better framerate]
* All "lodge" structures removed (making way for new unit-build approach)
* Energy system removed (making way for the simpler "ability cooldown" approach)
* Draft system removed (making things simpler, and emphasizing baked-in harvesting abilities of certain units)
* Buildings produce unit prototypes rather than regular units
* A prototype is created for each unit-type, as that unit-type becomes unlocked
* Prototype objects are outlined, and can't work/attack [will soon be used for "cloning" to create non-prototype working-fighting-and-such units]
* Habitat Center's model changed to the old Grazer Lodge model
* New proto-queue system exists that the user can add to (creates new proto-units on timer)
* Unit production buttons are now used for prototype-creation-queue
* Grid system used also for structures
* Proto-queue system auto-adds unit-type when empty (by count, then by order on keyboard)
* UI exists for modifying object grids
* Objects missing from object-grids are auto-added
* Biomes tech-tree panel no longer deselects object in middle-mouse scroll
* Object-grid cells have working hotkeys (for now same as clicking buttons)
* "Fruit/vegetable" resource replaced with "Sugar", "Grain/protein" resource replaced with "Starch"
* Objects>Hotkeys panel exists for setting Action cells and structure Ability/Tech cells
* Abilities/Tech panel exists for selected-units' abilities and active-structure's abilities/techs
* Actions use the new grid system
* Plants use new grid approach
* Prototype unit can be "cloned" to create new unit of that type
* "Clone" units start smaller and slower, work slowly, and can't attack
* "Clone" units that are children turn into adults after X seconds
* Action cells enabledness updates based on whether action can be run
* Hotkeys do not run if ui has keyboard focus
* Camera-rects-from-ui are expanded by 1 pixel to ensure no rounding-errors/white-lines

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