Wednesday 12 November 2014

Fixed an old pathfinding issue

The enemy AI checks all the places it can go to in order to work out the best one. This lead to some nice complex behaviour with a relatively simple system. Because they don't have a specific goal in mind it didn't make much sense to use pathfinding algorithms for them. But then I had some situations where checking more than one turn in advance was required due to blocked hexes. I've implemented a little system where it checks a few turns ahead for certain things and it seems to be working.

Here you can see the enemy ship avoids my rather obvious trap!

Tuesday 11 November 2014

Procedural Nebulae!

This turned out to be easier than I thought. I'm really happy with how this looks.

Map mode

I've made a decent start on getting the overworld map working. The map movement abilities are fun to play around with and I'm starting to add some map features. For nebula I've gone back to a love of mine <3 Perlin noise <3
Going to try to map something like this to the hex grid. Probably won't be animated but it's fun to mess around with!

Sunday 2 November 2014

New Event Horizon demo!

Get it here

New stuff:

  • Music by Willfor!
  • Loads of new interface stuff, especially in the tutorial
  • Ray, Laser and Swift weapons rebalanced
  • Phase array gives +1 energy instead of +1 damage
  • You're now not allowed two of the same utility system
  • Getting two weapons of the same type should be rarer
  • Buff/Glitch system replaces ongoing effects- I'll end up doing something cool with this and utility systems at some point
  • Probably a bunch of bugs