Dune II remake (Ariel Yust's Worklog)
day 11
okay long time I didn't update this worklog
I had some very importent guests ^_^
and lots of doing lately ^_^ but! it doesnt means that we didn't continue our project
[x] multiplayer is supported now, we have connection between people who doesn't use windows vista >_< because vista allways crash for no reason...
shortly it is possible to host or join yey
[x] we have shooting function now ^_^
units can fire burst fire at there enemys and it looks great hahaha, I drew some awsome bullete hit smoke and mazzle shot and Ecko programed a unique way to make it all work realy perfect and now were working on "shooting modes"
Scouts In Action!
[x] for some reason buildings were shooting enemys by them self, so now we stoped them from chasing and firing at enemys so it apears that they forgot there job in the game hehe
[o] 90% progress on terrian tiles have been done so far
I just need to finish the spice tiles and the slow sand tiles! and everything else is just add-on decoratives! I have the sand\rocky tiles and cliffs done! with 2 types gfx
[o] shooting effects need to be worked on - adding another process to handle mazzle shots (flashs)
[o] map editor is in progress
[o] we gonna use flowting gui for everything thats much more modern - I hope it will be original XD
I had some very importent guests ^_^
and lots of doing lately ^_^ but! it doesnt means that we didn't continue our project
[x] multiplayer is supported now, we have connection between people who doesn't use windows vista >_< because vista allways crash for no reason...
shortly it is possible to host or join yey
[x] we have shooting function now ^_^
units can fire burst fire at there enemys and it looks great hahaha, I drew some awsome bullete hit smoke and mazzle shot and Ecko programed a unique way to make it all work realy perfect and now were working on "shooting modes"
Scouts In Action!
[x] for some reason buildings were shooting enemys by them self, so now we stoped them from chasing and firing at enemys so it apears that they forgot there job in the game hehe
[o] 90% progress on terrian tiles have been done so far
I just need to finish the spice tiles and the slow sand tiles! and everything else is just add-on decoratives! I have the sand\rocky tiles and cliffs done! with 2 types gfx
[o] shooting effects need to be worked on - adding another process to handle mazzle shots (flashs)
[o] map editor is in progress
[o] we gonna use flowting gui for everything thats much more modern - I hope it will be original XD
(Posted on September, 23rd 2008, 00:23)
Comments
Rincewind said:
Keep it up! I'm looking forward to battling you guys online when the game is done.
(Posted on September, 25th 2008, 16:01)
Ariel Yust said:
Rince, I'm sorry to ruin this for you but... YOU GONNA LOSE TO US!!! AHAHAHAHA WE GONNA DESTRPY YOU!!! YOU DON'T STAND A CHANCE MUHAHAHAHAHA XD
hehe well but it will be worth playing along I shall aim for that XD
btw thanks dudes
hehe well but it will be worth playing along I shall aim for that XD
btw thanks dudes
(Posted on September, 26th 2008, 01:53)
Rincewind said:
Mind, I'm an orange-tank-wielding maniac.
Will the unit balance be the same as in Dune 2?
Will the unit balance be the same as in Dune 2?
(Posted on September, 26th 2008, 13:05)
Ariel Yust said:
we intend making the units more usable... for example - infantry won't be totaly helpless vs tanks like in dune 2.
I want the player to use several units in order to win, and not make him send the same unit type into battle and win the game (like in redalert :P)
well we hope that the unit balance will be similar to dune2 balance, but yet improved so people won't play only with the "mighty" units
all units are mighty hehehe XD
btw Rince, orange-tanks break faster then other tanks XD hahahahahah
I want the player to use several units in order to win, and not make him send the same unit type into battle and win the game (like in redalert :P)
well we hope that the unit balance will be similar to dune2 balance, but yet improved so people won't play only with the "mighty" units
all units are mighty hehehe XD
btw Rince, orange-tanks break faster then other tanks XD hahahahahah
(Posted on September, 26th 2008, 17:47)
Sandman said:
I hope you achieve the several units goal; I hate that of RTSes I know that building massive amounts of one unit does the trick, like you say.
Infantry isn't really useful against a tank IRL, I think.
Infantry isn't really useful against a tank IRL, I think.
(Posted on September, 26th 2008, 22:52)
Ariel Yust said:
anti-tank infantry are realy good against tanks IRL
(Posted on September, 27th 2008, 02:13)
Rincewind said:
Churning out massive amounts of one unit type or massive amounts of several unit types that support each other (for example horses courted by archers) in games where the rock-paper-scissor system is really strong makes little difference in my experience. You'll all be dominated shortly.
(Posted on September, 28th 2008, 14:55)
Ariel Yust said:
We shall see about that Rince >:) ALL YOUR BASE BELONG TO US!!! *sinister laught!* hahahahhahahah
(Posted on September, 28th 2008, 20:58)
Sandman said:
Yeah anti-tank infantry, you'd better make those then.
(Posted on September, 29th 2008, 11:05)
Eckolin said:
Not before networking works flawlessly and smoothly, though.
(Posted on September, 30th 2008, 21:54)
Eckolin said:
Ping between me and Ariel: 4300 ms.
Ping between me and Sandman: 40 ms. Hm...
Ping between me and Sandman: 40 ms. Hm...
(Posted on October, 1st 2008, 22:12)