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Monthly Archives: May 2016
Throwing (out) the Dice
I just started working on the actual functions that calculate projectile attacks and effects. In ArmCom 1 this was heavily based on Advanced Squad Leader’s To Hit and To Kill tables, but greatly simplified and modified for my purposes. The … Continue reading
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Polishing the Interface
The scenario screen is getting pretty busy, but I think this is about the upper limit of total information that will be displayed. The blue tabs at the bottom of the screen will open up interactive menus with more options … Continue reading
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Target Interface
Added the beginnings of a targeting interface that will be used for firing weapons on the player tank. The Line of Sight is highlighted in green, while the area of effect (HE is assumed for now) is shown in red. … Continue reading
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Raycasting Field of View
I did a test-run of how a raycasting field of view calculation would work, calculating blocked line of sight by cumulative modifiers, so that enough cover along any line of sight will eventually block it completely. On my machine the … Continue reading
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Putting it All Together
Revised the scenario screen layout a little bit, adding an ASCII image of the player tank. You can also see the margin of the playable area on the game map, shown in dark red. Objective areas where you receive Victory … Continue reading
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ArmCom 2 – BSP Terrain
Re-wrote the terrain generation function as a first step to completing a bare-bones, proof-of-concept build of Armoured Commander 2. It now uses BSP terrain generation to divide up the map into nodes, each of which is assigned a terrain type … Continue reading
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