Sometimes you’ve got to scratch that itch…

In this case, I noticed that the Carry-all unit seems to be stupid when dropping of a unit, especially when the location it wants to drop is occupied. It would sometimes try endlessly dropping off on invalid locations.

Example:

The reason is that whenever the Carry-all determined it could not drop off a unit, it would randomly pick a cell around it. It would not check if the cell was a valid drop-off location.

It annoyed me so much that I created a new GH ticket for this for the next 0.6.0 release. I couldn’t let it exist any longer!

So I made it that the Carry-all will check before-hand if the location can be deployed at, before going there.

Which now looks like this:

Ahhh much better!

well almost

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Version 0.6.0 – YT Demo
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Hey #IndieDevHour,
I'm excited to announce that I'll be releasing #UnDUNE2 THIS weekend! 😅🗓
It's a full #Pico8 demake of the classic "DUNE II" game, which I've been working on (+off) in my spare time, alongside @gruber_music

#IndieDev #GameDev #PixelArt #RetroGaming #DOSgaming

TIL: It is not required to have beautiful code to have a succesful #indiegame. Whenever I think my code is bad, I look at VVVVV's code and imagine that code is but a part of the whole and not required for success :) (see https://github.com/TerryCavanagh/VVVVVV/blob/master/desktop_version/src/Game.cpp)

Testing AI is sometimes hard in debug mode. You get nuked within minutes. But I got to see what I wanted, (Harkonnen response on me attacking/approaching their base). Which is ok! :) #gamedev #indiedev #d2tm #dune
https://www.youtube.com/watch?v=4_NjZwu7-us&ab_channel=Dune2-TheMaker

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