Update#2: Game Assets Layering


Time for another weekly update :). This week have been mostly working on tools and new core features. Previously implemented in-game building rendering pipeline would neither allow to integrate building states into assets, nor to display building animations, therefore this part of code was refactored. Additionally, implemented the mechanism which would allow to define individual action properties (for example, attack action of archer have a different duration from spearman for example). Another major implementation was the tool which would allow to automatize to some extend rendered model layering (before it was done manually in Paint.NET). The new tool allows to control each clip area pixel, supports multiple distinct clip areas, and stores respective metadata into YAML files, which can further be used by automatic rendering pipeline to automatically create layers for building without structural changes (for example if the color of some component of the model is changed, the clipping area continues to be the same).

UI+GFX

  • Finalized and render the model of the wooden gate (the intermediate version)


Game Core

  • Detached animation and action configuration from template, each action can be configured individually (for example before all units which had 'attack' animation would need exactly same amount of time to execute, which did not make much sense)
  • Determined building types (barbican at the moment) now show different assets when the gate is open/closed
  • Implemented building animations (building and destruction)

Game Tools

  • Created a tool to layer model renders (for example the building where the unit can be deployed is composed of multiple layers)


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