After working on a few bigger features I’ve been playtesting a while. This takes time and unfortunately I do find bugs. The bug vary from small glitches to random crashes. The latter are the most unwanted and annoying to fix (and find!).

Regardless, all things considered I do aim for a 0.5 release with a bunch of things improved compared to DEMO 4.

A few things which have been improved:

  • AI Harvesters will try to run over infantry that attacks it
  • Multi-select over Harvesters will ignore the harvesters and only select your attacking units
  • Repairing a unit works (again) – shows the unit icon on the repair facility
  • When playing skirmish, the ‘random’ start position you play from will be more random

I can’t tell yet when 0.5 is coming, it highly depends on my playtesting findings and blocking bugs.

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Path finding progress demo... made it so I use a priority_queue, did X4 speedup. Nice! #indiedev #gamedev #d2tm #dune2

Path finding testing is done on a map (64x64) where only 1 possible path exists between two corners of the map. I also found a bug in the heuristic function - it would evaluate too many cells. With that sped up greatly, but still needs to be faster.

Spent more hours on path finding. Still too slow! (100/200ms for 1 unit, finding 1 path is SUPER SLOW (on complex map)). Need to shave off more milliseconds.

It is not so hard to implement a new pathfinding algorithm. The harder part is to make it perform properly. Especially when you send over groups of units. #indiedev #gamedev #dune2 #d2tm #remake

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