The last super weapon to be implemented in 0.6.0 is the Harkonnen Death Hand.

This basically is just a big rocket, with a few things to make it less effective. Like making the deployment less accurate and the build time pretty long.

At first the Death Hand worked as a ‘sniper nuke’, it would be 100% accurate and 100% deadly on all cells:

Now, it is less accurate (configurable) and it will do damage at impact, the damage will decrease for cells further away:

With that all the super weapons are implemented.

A few things are still left to do though:

  1. Make the AI use super weapons
  2. Perhaps experiment with some super weapons. Like make Saboteur attract sandworms? Or make the death hand have a circular explosion?

If you have any suggestions for experimenting, drop me an email.


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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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