Stuff I'm working on.

Sunday, 29 June 2014

Update - Random Teams

Randomly generated teams from a list of colors, and random start locations from a list of valid start nodes is working, and I'm currently working on turn based logic.

This new node system will allow me to create a variety of maps with minimal effort once complete.

The grey areas are unclaimed, and the first few turns will be teams gaining ground before battle.

Thursday, 19 June 2014

Python Witchcraft

How did I live without this?

nums = [1, 2, 3, 4, 5]
squares = [x*x for x in nums]
print (squares)

[1, 4, 9, 16, 25]

In case you missed it, that was a for each loop inside an array declaration.

Update - Swordsman and Bowman Animations (Bendy Bow String)

Okay, so I may have cheated a little with the bow string. It's 2 quads with a pixel texture scaling and rotating in time with the animation.

Update - New Pike & Sword Icons

Wednesday, 18 June 2014

Extra Projects

As well as the Battlefield Tribes game, I am learning/working on an AI chatbot system using regex in C++11 or Python. I'm trying to implement some NLP(natural language processing) & machine learning techniques to hopefully come up with something interesting.

Tuesday, 17 June 2014

New Goal

Now that the demo for Battlefield Tribes 1 vs 1 is complete, I have decided to not update it, and move focus to a complete rebuild of the game.

I will be working on the full game, with several changes from the web demo; which will include:

  • No standing armies in areas
  • Rotating turns for more than 2 teams at a time
  • Rebuild of unit system to allow for more units to be added at a later date

Battlefield Tribes 1 v 1

To play the early alpha 1 vs 1 web demo [click here]

Monday, 16 June 2014


I have completed:
  • The logic for nodes changing teams
  • Changing turns & setting the attacker
  • Loading right units to battle
  • Battle AI V1 (With lane count bug fixes)

I am working on:
  • King movement (may be held back from 1st demo)
  • AI node map traversal (Simple for 1st demo)
    • Traverse undirected graph from root to target(e_King to p_King)
  • AI map unit management
  • Changing terrain of game map based on node terrain (may be held back from 1st demo)

Thursday, 12 June 2014

Unity 3D - Blue Bars on Sides of Camera/Screen (Background Showing)

I saw a post on stackoverflow(here, and thought I'd give an answer with some larger screenshots to clarify the point. It's really a simple problem, but one I faced when new to Unity 3D.

You may be having problems with the resolution or aspect ratio. If you're using free aspect and using the "Maximize On Play" option then the viewport will be made wider than normal due to being squashed by the Unity control panel and notification bar. Changing the res/aspect to your target aspect/res should fix the problem.

Hope this helps.

AI V1 Complete

Now that the AI is complete, I am working on moving the right data between scenes, and the AIs unit management for areas, as well as little things like purchasing units, and taking turns being the attacker or defender, with one battle each day count.

Thursday, 5 June 2014

Update (AI)

  • Counts added for troops per lane to aid the AI in deciding where to attack and defend.
    • The weights may also be based on unit type.
  • Strength bar values will dictate whether the AI flees or fights.
    • Reaching the opposite side of the screen and placing more units increases your strength value.
  • AI will start churning out units from the get go.
    • The game will start paused so that you can place some units before starting the battle.

Wednesday, 4 June 2014


Unit management in owned areas is working, and you now can't select areas that aren't connected to another area you own. Also, selecting an enemy area hides the unit management screen.

Just need to write the game AI, add king movement around the map, and have the background change for each area, and it should be ready for me to post a web demo for you to play here.

Tuesday, 3 June 2014

Piano Improvisation

Current Focus & Additions Made

New Additions:
  • Level fade effect between screens.
  • Buffs system for unit types & terrain.
  • Player unit placement updated & now complete.
Currently Working On:
  • You get an army, and the ability to leave some men in areas.
  • If things get hairy you must retreat or risk fighting until your last man.
  • Battle mechanics, such as if units reach the other end of the screen, they return so you can re-place them, this also adds to your armies strength value depicted by the bar in the lower left of the game screen.
  • The battle is won when you kill all of the enemy units, or they flee.
  • The game is won when the enemy king is captured.