In version 0.5.0 support for high(er) resolutions where introduced.

For the next version I want to bring support for higher resolutions on other aspects of the game as well.

Basically I went over the screens that did not made it in 0.5.0 and made sure they look better (centered for instance) on the higher resolutions. I also added a few touches (with the background for instance).

Concretely, the following improvements have been made:

Mentat rendering:

Github ticket for details

In 0.5.0:

image

In the next version:

Region Select (“Select your next Conquest”) rendering:

Github ticket for details

In 0.5.0:

In the next version:

image

In-game message bar

Github ticket for details

In 0.5.0 (the message bar that is…):

The message bar is drawn not using the total width of the battlefield. The topbar (with buttons like “OPTIONS” is no longer present in 0.5.0)

In the next version:

With these issues fixed, the most noticeable graphical imperfections have been tackled.

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Path finding progress demo... made it so I use a priority_queue, did X4 speedup. Nice! https://dune2themaker.fundynamic.com/video/new_pathfinder_02.mp4 #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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