Bombs and Bullets Update 003 Winding Paths



:: BnB ::

dev :: Commander Rad

tools :: Love2D, Maya, Spine, Photoshop

web :: twitter.com/GamesBreakfast

progress ::

+ Version 0.01 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets

- Future versions will be significantly different, with terrain added, art assets switched, more units and much simpler pathfinding

+ New pathfinding system optimized, final cell size was determined

+ Added a cell-usage system. Larger units have a core and extended hitbox

+ Cells in contact with the core hitbox are 100% occupied, cells in contact with the extended hitbox are not 100% occupied

+ Smaller units, like infantry, can occupy partially occupied cells

+ This system was a simple way for use to solve pathing object avoidance that simulates units occupying multiple cells

- At its core, a unit occupies multiple cells, but while pathing, it is only a single cell

- The larger the difference between width and length, the greater chance there is that clipping will occur

- Once again, there's a lot of path finding problems to fix, but it's going more smoothly than the previous path-finding system, it's already faster.

- Next week is mainly about adding unit movement to the new pathing system.

+ For a variety of reasons, roads will not be tiles, but rather separate system quarter-tile sized cells. The same size as the pathfinding cells. This will be relegated to a later release.

+ Release0.02 will only have basic terrain tiles, like grass, water, sand, dirt, rock, concrete, asphalt, and various transitions. etc.,

+ Heightmap importing will be worked on later, we've got a nice map just sitting around now, ready for further tests

+ Here is the current music playlist for anyone that wants a listen:

+ playlist: https://soundcloud.com/user-255042164/sets/b-b-ost

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