Unity version Status - ALMOST DONE

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b2198
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Re: Unity version Status

Post by b2198 »

Stratego (dev) wrote: Wed Mar 30, 2022 6:35 pm
If you see an enemy unit along the way just for a brief moment, how will that information be kept visible when the unit reaches its destination?
actually units are not there, only terrain, but if they would be (that i might make sometime) than you see them for a second and you dont see them again when your units moves towards.
Maybe it would be good to leave the seen units along the way (including from starting position) in a revealed state for the rest of the turn, so that players don't need to keep close attention during every movement. The flavour logic could be that the unit was seen there very recently, so couldn't have moved in time to avoid an attack in the position.
Stratego (dev) wrote: Wed Mar 30, 2022 6:35 pm no they will not move slower, it is not a goal so player see terrain "in detail" along the way - you suggest that?
No, I think that's fine too.
Green is the correct color, other colors are "less correct".
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Re: Unity version Status

Post by Stratego (dev) »

very long effert but only a little progress, now all ((most) camapign maps are "playable" if we dont count the numerous errors and missing things.

Ai:
- Most of the AI logics (except bridging) is converted - ATM it is not in thread so that will still need tweaking - lets say 90%
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Re: Unity version Status

Post by Stratego (dev) »

i missed to post several earlier ones but the recent ones from last few days:

- TC current production callout bubble is ready (same as android however we could rework the appearance if u have idea)
- Multiselect features:
-- on PC you can use hold LSHIFT to multiselect, on phone a button can switch multiselect ON/OFF
-- (new feature, android does not have this) Instant movement of multiple units by setting waypoint for them (little ugly waypoint flag though - needs some idea of rework)
-- (new feature, android does not have this) Instant attack of multiple units with a new attack button when multiple units are selected.
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Re: Unity version Status

Post by Stratego (dev) »

- on unit selection the attack and ability ranges are shown.
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Re: Unity version Status

Post by b2198 »

Stratego (dev) wrote: Thu Sep 15, 2022 6:48 pm - on unit selection the attack and ability ranges are shown.
:O Another great addition. Do you have a picture to show it off? I'm curious to see how you blended those ranges together
Green is the correct color, other colors are "less correct".
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Re: Unity version Status

Post by Stratego (dev) »

actually works exactly the same as current in android.
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Re: Unity version Status

Post by b2198 »

Oh, I misunderstood it then, my bad.

Still, nice progress
Green is the correct color, other colors are "less correct".
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Re: Unity version Status

Post by Stratego (dev) »

- Trigger logics 95% (have a few flaws) but mostly it is in - so campaigns can work now fully.
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Re: Unity version Status

Post by Stratego (dev) »

new :
- terrain affinities are applied to units - 100%
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Re: Unity version Status

Post by Stratego (dev) »

ready
- units can build terrain objects too (eg. trench)
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Re: Unity version Status

Post by Stratego (dev) »

In last months i worked on the on device storage of maps/account and such.
so map statuses are now saved on device - however not yet loaded (there is no "continue" button)

so i continue with main menu and logging into accounts, server connections and laoding account (probably will have some problems reading existing accounts if object formats are diffeing with Andoird verison)
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Re: Unity version Status

Post by Stratego (dev) »

news! i have logged in into my account in unity! awesome! :)
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Re: Unity version Status

Post by TntAttack »

It would be cool if you could do a dev blog or something. Show us a sneak peak at your setup but that's up to you.
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Re: Unity version Status

Post by Stratego (dev) »

setup? what u mean?
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Re: Unity version Status

Post by TntAttack »

Stratego (dev) wrote: Wed Nov 23, 2022 12:36 pm setup? what u mean?
I meant e.g. screenshots of your unity workbench, or anything you were working on. Not as in your physical setup (sorry for the poor wording) e.g computer, but you can if you want to.

I guess I am just curious about the stuff behind the scenes. An example of a dev blog could be e.g. working on features A and B. And you can showcase what's happening with images instead of just updating lines of texts.

Note, this is just a small suggestion of mine, if it's too inconvenience then don't bother.
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Re: Unity version Status

Post by Stratego (dev) »

that is time consuming to make screenshots ,
but you can see the current apk on android that i update occasionally when i want to test something on phone
(however i usually test it on PC with editorlaunch)

email me if you want to see - but beware! - it is in a "wireframe" level so nothing final mostly - eg. the main menus are just plain buttons as i have no idea how it should be and i yet received any idea how to make it. (i mean the main menu and other menus)
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Re: Unity version Status

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Stratego (dev) wrote: Sun Nov 20, 2022 3:06 pm In last months i worked on the on device storage of maps/account and such.
so map statuses are now saved on device - however not yet loaded (there is no "continue" button)

so i continue with main menu and logging into accounts, server connections and laoding account (probably will have some problems reading existing accounts if object formats are diffeing with Andoird verison)
Stratego (dev) wrote: Tue Nov 22, 2022 7:08 pm news! i have logged in into my account in unity! awesome! :)
Nice job :ok_hand:

Was that network stuff easier to do in Unity?
Green is the correct color, other colors are "less correct".
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Re: Unity version Status

Post by Stratego (dev) »

about the same - however i only implemnted one (get) type of access yet.
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Re: Unity version Status

Post by Stratego (dev) »

now
- we have a "game setup form" (the form you fill before creating a game, like setting starter units and players and such) however it is totally mess atm, but the setup components are mostly working.
- the game can be generated
- and started
- and played against AI

i need to make the "map type chooser" and the "already running games list" (the saved ones on device that the player can continue to play) and than all the local games are mostly ready (i think).
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Re: Unity version Status

Post by Badnorth »

That's good progress :P
For newcomers, click here for discord links. Hopefully they aren't expired.
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Re: Unity version Status

Post by Stratego (dev) »

ok.
i have a first version (little ugly) of "running games" form (the list of random games you started locally and you can list and continue to play them)
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Re: Unity version Status

Post by Stratego (dev) »

ok, now we have
- list of local running games (will work for multiplayer too - when we have mutiplayer)
- we can countinue them
- we can create local random/skirmish games
- during create we can chose from the random maps (no filters there yet though)

carrier view (factory view)
- we have drag+drop into carriers and into upper level carrier.
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Re: Unity version Status

Post by Stratego (dev) »

btw: Phase II is almost ready.
(naturally with basic "coder ready" appearances, images/reskinning and re-alligning forms/views might still be needed)
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Re: Unity version Status

Post by Stratego (dev) »

i made some boring screens too that will be needed for publishing
- how to get gems
- how to promote
- how to donate
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Re: Unity version Status

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Already? :O That's awesome!
Green is the correct color, other colors are "less correct".
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Re: Unity version Status

Post by Stratego (dev) »

yeah... these forms are soooo boring to make...

now we have
- others menu
- settings (settings can be set but not all used in game yet)
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Re: Unity version Status

Post by Stratego (dev) »

ok this was tough: the upgrades menu is ready, all working you can see and unlock all upgrades and all that jazz.
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Re: Unity version Status

Post by Stratego (dev) »

as i again struggled with the html viewer - i decided to code the "unit help page" in unity.

so we will have nice crosslinks by clicking the "produces" or "requires" and any section with image to other "stat sheet"
and many other advantages.

it will take + took several days though - atm about 70% ready :)
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Re: Unity version Status

Post by Stratego (dev) »

takes more than i thought, now the unit/effect stats is about 99% ready.
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Re: Unity version Status

Post by Stratego (dev) »

ok, i think the unit help part can be called "code ready".
- we have unit/tech stats window
- it is accessible from
a) any unit in game
b) from the upgrades section from the slots.
c) from the "units help" menuitem

i think it is not needed from elsewhere so they are done.
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