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Making a small game
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You are currently reading a thread in /mlp/ - My Little Pony

Thread replies: 255
Thread images: 121
I am a bored game dev. Let's make a small game in Unity, /mlp/! You post the graphics/sounds and I put all of them together, giving you the game builds as it progresses!

Now, Dubs decide the genre of the game!

No lewd/porn allowed
>>
>Unity
>No porn allowed
No thanks.
>>
srpg
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>>27750192
>no lewd

What's the fucking point then?
>>
>>27750192
Make it about enslaving zebras
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>>27750204
Unity is fine now. They finally put their old illumination/shading system in the trash can.
The new one is still not the Unreal engine, but its close enough if you don't half-ass it.
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Communism
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>>27750192
rts

Ponies vs Changlings
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>>27750440
this
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>>27750192
>No lewd/porn allowed
Fucking dropped
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>>27750440
This is fairly interesting
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>>27750440
Rolling for this, since it actually seems doable
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>>27750440
OP here. What do you guys want? Ponies vs. Zebras or Ponies vs. Changelings?
I honestly think Ponies vs. Zebras makes a bit more sense.

Also, we need some resources like gold or friendship idk. Say how many resources would you like.

I'd say Dubs Decide but this thread is so slow we wouldn't make any progress.
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>>27750192
>no porn
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>>27751664
>I honestly think Ponies vs. Zebras makes a bit more sense.
GAS THE GRYPHONS
RACE WAR NOW

>Also, we need some resources like gold or friendship idk. Say how many resources would you like.
Gems, bits, apples, cloud material. You don't have to use all those, but those seem like things that might fit thematically
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>>27751664
>Ponies vs Zebras makes more sense

are you fucking retarded?
you fuckup want to make anything with this train of thoughts?
fuck off
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>>27750440
this

>>27750204
>>27750209
>>27750518
>>27751685
horny underage gtfo
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>>27751664
I'd go with Ponies vs Changelings, you could have them fight for control over Love or something.
In terms of resources, you can get Love, and then the traditional Wood / Rock / Food combo. I wouldn't throw in bits, because Equestrian economy is weird, and changelings don't have any money anyway.

Do we want a game like Age of Empire, or something with more drastically asymmetrical gameplay?
I'd suggest introducing Cadence vs Chrysalis, but then how would multiplayer games (3+ players) work? Then again, are we even going to get multiplayer?

Reading my own post I'm afraid the gameplay would be very limited in retrospect though. Any suggestions, anyone?
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>>27751773
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>>27751781
Should changelings troops disguise into your own troops? If so, what should the player do in this situation?
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>>27751781
Just going off the first couple lines, for simplicity's sake, why not have it set in Canterlot, and the goal is to rescue as many citizens spread throughout the city? Saving ponies could have gameplay benefits, like a stronger/bigger shield surrounding home base.
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>>27751781
What abilities should the changelings have? Or what troops, for that matter. Someone, quick! Give us ideas of troops that use the full potential of a changeling! (Shapeshifting)
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>>27751821
Should the changelings have their own base? Is the player's goal to destroy the changeling's base while they attack the player's base? Or are we getting into a tower defense-ish direction?
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>>27751781
>I'd suggest introducing Cadence vs Chrysalis, but then how would multiplayer games (3+ players) work? Then again, are we even going to get multiplayer?
If you want the game done, I'd recommend skipping multiplayer for now.

>Reading my own post I'm afraid the gameplay would be very limited in retrospect though. Any suggestions, anyone?
Why not focus on getting one aspect right? Instead of worrying on how a player would play on both sides, why not focus on getting the ponies' side to play right, and leave the changeling to AI only?
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Should the player defend his base and kill changeling troops until he reaches a certain number of troops killed, therefore winning?
Like in
>pic-related
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>>27751964
Or should both sides defend each other from their enemy's attacks? (Like in a real RTS) The player wins when he destroys the Changeling's base (or the Changeling's base's core? What should this core be?)
>pic-related
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>>27751928
>>27751964
>>27752007
If we want to keep it simple, I suppose you can make it like a tower defence first, then extend it to base vs base.
>>
OP here. Because I'm 95% sure that you guys won't supply me 3D assets of detailed buildings+troops, I will make the game a 2D top-down thingy (for now), so I can make the assets personally. (I don't have experience with 3D modelling + animation).

Also, I'm a huge fan of RTS, so I'll really enjoy making this game. (I also have experience with advance-ish AI so this type of game is perfect)

Keep the thread bumped, and keep the great ideas coming!
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>>27752048
What if you did a bare bones RTS to fight for control of certain parts controlled by the changelings, and once you kicked them out of their base, it turned into a mini-tower defense? If you win, you get a bunch of resources to take over the next base.
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>>27752054
>OP here. Because I'm 95% sure that you guys won't supply me 3D assets of detailed buildings+troops
I don't know why you expected any different
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>>27752186
I did not expect any different. I'm actually impressed that you guys actually write some stuff here.
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>>27752147
>once you kicked them out of their base, it turned into a mini-tower defense? If you win, you get a bunch of resources to take over the next base.

I like this
>>
Changeling troops.
>regular fast but low life changelings
>magical changellings for support or ranged attack
>changellings that change into ponies and sneak behind your lines to attack

ponies
>ponies as regular units
>unicorns for magic stuff
>griffons as advanced stronger/faster units

Let's start simple and add to it with the time. Changelings in disguise could be discovered by clicking on them as they will be obvious when they move into weird directions.
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>>27752054
How you coming along, OP?
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>>27751664
>Also, we need some resources like gold or friendship idk. Say how many resources would you like.

What about Changelings vs Griffons with Ponies as the currency?


https://www.youtube.com/watch?v=oNZ7oto4z4A
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>>27752054
>>27751781

Lego somehow got away with making a blatant copy of command and conquer for a mars mission flash game.

How hard would a simplified CNC be?

Have farmer harvests fruits, and lings can all harvest love using disguises.
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Want some bleep bloops and bleep bloop music?
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>>27753645
OP here.
It's okay until now. I worked on camera movement+scrolling. Tomorrow will be a huge day (it's 3 AM here). I will send the build as soon as I can. (also a github repository with the game, for educational purposes). It's Windows only.
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>>27753777
Well, the artstyle is 8bit, so that would be nice.
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>>27753886
https://www.dropbox.com/sh/n03g18p3s2paqwn/AABOQWwMStVtDgazFJg3lQvra?dl=0

Don't worry about the file names, I planned on making these effects for another game, but I hadn't heard anything from it in a very long time
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>>27750192
You should make something like the "shy pony game" that some anon made for a game jam ages ago. It's basically a 2D stealth game: you try to run errands in town, but if other ponies see you, they will try to talk to you, and because you are so very shy, you will pass out from the stress of basic social interaction (and lose).

The benefit here is, the game is so simple that even when shit starts going wrong and the time to finish the project blows up by a factor of 10, it will still be reasonable. The same isn't true of a full-blown RTS (unless you're just modding ponies into an existing engine).

>>27751821
This is another option, instead of RTS do a stealth game where you rescue ponies hiding from patrolling changelings and try to escape with them to safety.

>>27752054
Take a look at these: http://urimas.deviantart.com/art/MLPonline-Sprite-Sheets-341840400
2D pony sprites for a top-down MMORPG that was discontinued. They're fairly high res (not 8 bit like you said here >>27753886) but they look pretty nice and have lots of characters and animations.

There's also some RPG Maker sprite sheets that are lower res: http://mlprpgmakerresources.deviantart.com/

You could try looking up 3Danon's pony models, but I don't think those are optimized for use in games, or rigged/animated in a way that game engines can handle.
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>>27750192
some lewd should be allowed
>>
page 9 bump
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Don't die yet
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Will 3DAnon ever return?
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Don't you die on me
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After a good night's sleep, I'm back! I was thinking about making the game 2.5D (like the majority of RTSs) instead of a boring ol' top-down. For sprites I will use a trick I saw it was used in Minecraft, and it's really effective for 2D sprites in a 3D world. And it's not hard at all to implement. I will send the build soon. (With the basic camera movement, a custom cursor and a changeling that stands there, or something).

>>27754090
These sounds are amazing!

>>27754423
I think I'll search the Interweb for pony sprites, and use the ones that I find suitable (unless you guys post some sprites here for troops/buildings). Also if I don't find anything good I might make them myself. (I'm not the best artist but I did a pretty good job at the other games I worked on). The artstyle is going to be like pic-related (sorry for the small size, it's the original design and I'm now on my phone so I can't resize it). I don't think it's 8bit, more like 16bit-ish.

I will use the SLHRPG soundtrack until you guys have ideas for other tracks.

The wizard from pic-related is not going into the game or anything, it's just from an older creation of my team for a game jam.

This RTS we are making is NOT for a game jam. I just finished the last game jam and I became bored. I just wanted a project to keep me occupied (instead of playing WoW and TF2 all day long).

Gosh this message doesn't endI might get the game designer from our team to help me with further development.
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Think about utility (non fighting) troops. Should it be a single all-mighty Villager like in AOE2, that can farm, mine, fight and build at the same time? Or should them be divided into Builders, Farmers etc.

I think the first one would be less annoying.
>>
Bumperino
>>
b.u.m.p.
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>>27750192
Rolling for Grand strategy!
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>>27757897
The genre has already been set: RTS
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OP here.
Yesterday I worked on a 2D top down camera + mouse movement.
Now I remade the entire thing into a 2.5D perspective. Go check it out:

Github Repository:
https://github.com/MoonfireSeco/Ponays3D/tree/master

Download Link:
http://www.mediafire.com/download/0j4x89inhc7l713/Ponays3D.rar

Extract both Ponays3D_data and Ponays3D.exe into the same folder, then run Ponays3D.exe.

All the smooth mouse scroll + camera movement took me some time to make. In the next build you should be able to rotate the camera, all characters and buildings rotating towards you (similar to an older minecraft dropped item rendering system).
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>>27758570
Please provide feedback. Is the camera moving too fast? Should the player be able to zoom out further?

I will obviously add some camera borders, so that you can't go too far into the black void, thus losing track of the map. I will add a map too. All in build 2.

That changeling's size is a normal troop size.
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>>27758600
Mouse scroll seems good. The move speed is fine.

Max zoom-out seems like it might be a little too far, actually, but it will be easier to tell once we can play with actual units moving around.

The zoom feature is a little weird to use right now, because it doesn't keep the camera centered on the same point on the map.

Due to the perspective, the changeling looks kind of squished when it gets close to the bottom edge of the camera. You could probably fix this by screwing around with the camera angle/positioning/FOV so that you never see the sprite from a nearly top-down angle. Maybe look at how WC3 and SC2 set up their cameras? Or you could switch to an orthographic projection.

I think your vignette.png overlay is not scaling quite right for non-16:9 resolutions. I played on 1024x768 (windowed) mode and there were bands at the top and bottom of the window where the map showed up brighter than the rest of the screen.
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>>27758714
I should add, I know all this stuff is pretty minor, and probably not worth fixing this early. Adding a map, units, and basic gameplay is more important.
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I'm working on troop selection now. I finally got my head around the raycasts and the weird way Perspective camera works in Unity. Expect a build soon, and a controllable troop!
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>>27760224
Excellent
>>
OP here.
Build 2 is up!

I've put some changelings there that you can move (On second thought, I think they are moving too fast). Left click on them to select them. You can select multiple changelings. Right click anywhere on the map to make them move there.

I will work on a healthier troop selection system (the classic left-click drag rectangle multi-selection thingy) tomorrow. (it's 3 AM here.)

Also ignore the graphics (and the lack of walking animations). They should improve a lot in the future. I am now concentrating on the main gameplay, the basic mechanics. Hit me up with better graphic options (like that movement X. That needs to change).

I know the current left-click selection is annoying (having to click on the troup again to deselect it), but I temporarly did it this way so you guys can test the multi-troop movement.

Also, should the right-click movement be continuous? Like, you can hold right-click and the guy follows you (like in League of Legends or something). Or should it be like the good ol' classic AoE2, where you can't hold the right click button (thus repeatedly clicking it to make the guy move)?

Direct Download Link:
https://github.com/MoonfireSeco/Ponays3D/raw/Build-2/Ponays3D.rar

I was thinking: Should the player play as Cadence or Chrysalis? Should he be by the changelings's side, or by the ponies's side? (In the end, the player will be able to choose this, but for now? Which mode should we make first?)
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>>27761907
I just have a weird principle of which ever is there first. So the player should start as Chrysalis here to me.
And continuous right click moving sounds nicer to me in my opinion.
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>>27761907
You should post a screenshot along with your progress updates. You'd probably get more people testing out your builds that way.

>Should the player play as Cadence or Chrysalis?
I vote Chrysalis. Pressing an attack through the streets of Canterlot seems like a lot more fun than defending.

>Also, should the right-click movement be continuous? Like, you can hold right-click and the guy follows you (like in League of Legends or something).
I don't think that would be useful for an RTS. It works in dota because you only ever give orders to the one unit. But in an RTS you're often managing multiple groups of army units (or units + building stuff back at the base), which requires using the traditional click-to-move.
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>>27761907
Don't know much about RTS games, but the controls on this one seem fine
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>>27761907
Can you make a simple map editor with a grid based tile set?

Like old school RTSs came with.
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>>27757030
Thanks. I'll actually have a track for you in the future.
>>
I can help with various forms of sound, if needed.
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OP here. (more like Cpt. Obvious)
Build 3 is up!
We have a healthy troop selection! Yay! It includes both clicking and multiple selection. That rectangle selection system was kinda hard to make, but hey! It works! I googled a lot today and yesterday's night on how to make a rectangle selection in Unity. I saw lots of weird tutorials with tons of lines of code, and the result was totally not what I wanted. So I started from scratch with my own method. It's kinda weird but it works nicely and efficiently. It basically takes the changeling hitbox and it calculates the coordinates of the hitbox ON THE SCREEN. (Not in the world). Weird, right? Then it calculates using some mathematical-ish formulas (I think that's how they are called) to see if the hitbox is INSIDE the selection. (or if it barely touches the selection). Phew. It took me some time.

Now, enough talking. Here's the build:

Direct Download Link:
https://github.com/MoonfireSeco/Ponays3D/raw/Build-3/Ponays3D.rar

Reminder: If you want to see the game's code you can check the GitHub repository! Select the Branch with the current build and download the "Assets" folder.

Github Repository Link:
https://github.com/MoonfireSeco/Ponays3D

Oh! I almost forgot! I fixed the camera zoom. Now it keeps the camera centered, thus being able to keep an object in the middle of the screen while zooming in and out.

>>27761974
Yeah, I think that starting as Chrysalis would be a bit more interesting. Having an army of shapeshifting Changelings is awesome. Hm, maybe you should be able to shapeshift a changeling into being a different troop? Like, from a sneaky spy to a kick-ass beastmaster? You guys decide what'd be better,

>>27762072
I posted a screenshot (not the best one, but still) now, thanks for the advice! I agree with you with that click-to-move method. It is suitable and it still plays nicely.

>>27764272
Sure! But later. Now we need to focus on the main aspects of the game.
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>>27764873
Thank you!

>>27765038
That would be awesome.
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>>27757113
Let's focus on combat troops first, like Uncle Sam mode.

>>27758570
Looking good for mouse control but for some reason I couldn't move using the keyboard.
>>27761907
I like the hold-right-cklick system.
>>27766002
Good work dude!
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>>27766002
Box selection works fine. If at all possible, why not build a bigger world with some terrain, and see if the selection/moving works on a bigger scale without any hangups?
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>>27766002
more when
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>>27768796
OP here. Big update incoming.
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>>27768814
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>>27768814
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>>27768814
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OP here!
Build. 4. Phew! This one's a bummer. It is not a HUGE update but it is bigger than what he had before.

Additions:

+ Individual Troop Health
+ Health Actually Drops and Changelings actually die
+ Interactionable Items (You can select changelings to go and do -something- to that imte (e.g. gathering resources or building a thing there).
+ MUSIC! yay. And some sound effects for the changelings too! (Selection, Death and another sound they make when you put them do something).
+ Different cursors that change depending on the thing you point at (if you have at least a changeling selected and you point towards a place they can interact with, the cursor changes.)
+ A green square that flashes at the base of an interactionable object when you put some changelings do something with it.
+ A GUI frame (taken from age of empires). Will be useful in the future updates (and it will be modified too, for copyright purposes).

Changes:

* COMPLETELY REMADE both selection systems and canvas scaling system. The first one is because the previous system was getting a bit too cluttered and messy. The new one supports multiple troops/buildings and it's more flexible. The scaling system tho...Unity is completely DOGSHIT when it comes to automatic canvas scaling! Lots of glitches with multiple resolutions and weird stuff that happens. I remade that thing to suit this game A LOT BETTER. The formula is incredibly simple (and it doesn't really work for ALL games, but it works on 65% of them flawlessly, including this one).

* Changed the camera movement control. Now it's similar to Age of Empire's (You can still zoom!). In my opinion it's less annoying now. You guys decide.

* The map is now rotated, (amazing feature) like in Age of Empires 2.

* The selection circle below a selected changeling is now less quirky.

Now, enough talking. I will do some explanations and I will give links in the next post.

1/2
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>>27770601
First of all, let me explain what you have in the map now. There are multiple changelings that you can play with, no surprise.
BUT! There is a vine-ish cyan thingy there. If you select multiple changelings and right click on the vine-ish thingy, the changelings will start gathering vines or something, thus taking damage. (IT IS COMPLETELY ILLOGICAL, but I made it because we have to test the damage, health and interactionable objects system!)

Let me say it again: That vine is there just to deal damage to any changeling that dares to gather its resources. It is there to test the damage, and will NOT be in the next builds (where we will have proper damage-dealing stuff, like enemy troops/towers).

I know I took so much stuff from Age Of Empires 2, but it's my favourite RTS, and a really good one too. I will use AoE2's Assets till we have some mlp ones (I don't see any changeling hoof cursors, do I?).

Direct Download Link:
https://github.com/MoonfireSeco/Ponays3D/raw/Build-4/Ponays3D.rar

Dammit! I forgot to add WASD and arrow keys camera movement, like this guy >>27766547 suggested (nice suggestion, it should've been obvious to add this but I forgot). You will see it in the next build.

>>27767187
I will focus on terrain in the next build.

I actually deleted the hold right-click movement system (it created some conflicts with interactionable objects). I'll add it again if you guys really want.

Now, what should we do next? (Aside from terrain).
Resources? Buildings? Troops? Enemy Troops? A working GUI that shows our position on the map?

I think the resources should be our next priority.
Think about what resources the changelings should have.
Think about where these resources should be extracted from!

2/2
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>>27770601
Also, by
>COMPLETELY REMADE
I mean I remade the implementation. Not the system itself. The selection system is exactly, like before, only the code is different.

Also I'm sorry for these Build 4 messages incoherence. It's very late here and I am deadly tired.

Remade = The control is the same, the code is different
Changed = The control is different, the code is different
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>>27770820
>>27770948
The only things I can imagine at the moment is that normal changelings and ponies like the changelings we have to mess with at the moment should be weaker... rather lose more health anyways, and in return have the ability to have a ton of them.

This is all assuming there are distinguishable different troops on each side anyways. otherwise, dismiss me.
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>>27750440
Whit king sombra and chrysalis :^)
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wowza, this OP actually delivers content
and delivers content fast!
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>>27771888
somehow i can still order changelings to move after they are deceased
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>>27770601
>>27770820
>>27770948
Awesome, it's really amazing to see a game being build right in front of you, i don't know much about game making but i do love RTS and AOE2 is my favourite too, i want to help in any way i can.
>>
Bump?
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>>27771932
Hm, I thought I solved that. Now I re-solved it. I hope this glitch won't happen again.

>>27772227
Thank you for wanting to help! Could you please think of some resources these changelings can have? And where to gather them.
>>
>>27771453
Of course there will be distinguishable troops on each side! The problem is that currently I don't have any assets for them, but I can make them.

Guys, think of the troops changelings should have!

Changelings that tame animals and use them in the fight?
Changelings that maneuvre siege machinery
Changelings that perform air attacks
Changelings that disguies into ponies so that they can go behind enemy lines to break havoc?
The more creative we are, the better the game will be!
>>
Bump. Guys, think of some troops/builidngs!
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>>27775401
There needs to be some tank changelings; slow moving, huge, and stronger than normal changelings.
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>>27775401
obviously, there should be a kind of royal guard on the pone side

pegasi have less health but are fast, unicorns cant really do CQC, but can hit things long distance with a normal amount of health, and earth pones may be a bit slower, but can do buncha damage up close, with more health, but are more damaged by magic, maybe
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>>27775908
Hm, that's nice. How about Chrysalis's side?
I was thinking about taking some inspiration from Equestria Divided troops.

Do you guys find anything interesting?

Also, I got the terrain working. Expect an update soon. Now I'm reworking the movement code.

pic-related Some troops that I find interesting. A bit reworking to make them changelings (and eliminate some) and we can add them. Equestria Divided has lots of interesting troops I can inspire from. I know it has the edgy 12 y/o look but damn they are nice.
>>
>>27776042
The Spike thing actually looks like it could be a fun thing, but should be rare and do a ton of... I would best say area of effect damage. Like, have him rampage through and damage everything he comes across, but he doesn't focus on a target, and he shouldn't stick around long.

Those other troops I actually like a few of. The Shape-shifter though feels like it should be made into a changeling troop. it just vaguely reminds me of King Sombra. The Cristal Berserker should be a result of the changelings that turn into ponies. like, they get into the ponies territories and maybe jack a few, and have them fight as slaves or something. I dunno. That's all I can make outta this at the moment.
>>
>>27776042
maybe there could be some kind of assassin or something for the changelings

they can hide in with your troops, and at this point is when you should remember who you've appointed in what squad and such

they dont attack for a few minutes, but when they do, they take down the most powerful or highest rank on the squad they infiltrated
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>>27776201
That actually sounds really cool.
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>>27753684
shame that game got cancelled looked like it might have been fun
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>>27750192
https://youtu.be/EZG1K1-2omo
>>
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>>27776675
heh, that's kinda hard to make. Maybe next time we do this! (Or there won't be a next time if this RTS is going to evolve too much (it surely will if you guys keep me pumped with ideas and support)).

>build 5 hype.

The new movement system is kinda giving me headaches. Lots of game breaking glitches, but it promises a non-annoying multi-troop movement. The build should be out this night (8 PM here), or, at worst, tomorrow morning.

I actually played some AoE2 Demo just to remind myself of RTS mechanics. Yup. Refreshed. I actually screenshotted every frame of the movement X thing (when you right click somewhere for a troop to go), removed the grass background (so I'll have only those red arrows).and put them into the game. Now we have an actual good looking movement red X! yay!

Also, terrain is working flawlessly. The changelings don't look so squished now. I don't really like the terrain photorealistic texture (it doesn't fit at all), but I couldn't find anything else that fits better.
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>>27776725
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>>27776725
honestly, this is bad ass.

don't you dare stop on us

but since you're the only one that knows what's happening, good luck, and god speed
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>>27776725
How can we help you with the interface thingy?

I could try and create some mouse cursors or maybe even a GUI frame. Just give me some ideas how you want it done and what I actually have to do so that you can use it?
>>
OP here. I met with my other colleagues from our game dev team. We actually want to make this game a bit bigger that I initially wanted. But this comes to a cost.

First of all, we found a HUGE database of troops and factions 100% mlp-related. It's called Equestria Divided. An amazingly interesting universe with lots of gameplay possibilities from each faction. We were reading each troop's description and we were like "We have to make this a reality!". I am the only brony from the team and when I told them a while ago that I started a small MLP game and they were all like "Okay dude, we can help you with the game but we don't want our name appearing in the credits". But now everyone is more motivated than ever!

Second of all, this game won't be all about "Changelings vs Ponies". It will be about battling the 6 factions of the new Divided Equestria. The player will be able to choose a faction, and the AI chooses another faction. There can be multiple factions on a map, each agains each other. (Only one is controlled by the player). We will start making Earthborn because it has more basic stuff than the other factions.

Earthborn troops:
http://equestria-divided.deviantart.com/art/Earthborn-Forces-By-PoorYorickDA-Re-Upload-P1-462759888

http://equestria-divided.deviantart.com/art/Earthborn-Forces-By-PoorYorickDA-Re-Upload-P2-462759828

Don't worry, we need you too! A lot, actually. Come with ideas, suggestions and game testing.

>>27777799
We'd love some custom GUI. If you can make some cursors it'd be highly appreciated. You can ponify pic-related, the cursors that will be used in the game.

The game will no longer be "Changelings vs Ponies" because it was not giving us too many options. Also copyright issues. We won't even use the word "Equestria". We will use something else, I don't know what. Maybe you guys come up with something good!

1/2
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>>27778908 (You)
I know this all sounds so enthusiastic and possible-failure but I assure you it's not. We will finish this if you guys support us. We worked at way harder things like this, and we also don't really have a project to focus on these years. This Equestria divided thingy is perfect for us.

I have kept you waiting long enough for this Build 5. It should be out soon because I just found a really efficient way to implement the new movement system. We need clean and efficient code, because in the end this game won't be too small...

I hope you guys don't mind the drastic direction change.

2/2
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>>27778908
>>27778956
Now I'm thinking of boring and generic game names... Don't worry, I'll keep at work there. Earthborn kept sounding good to me because I wasn't seeing that it was a faction name.

As a whole, the idea is infinitely more interesting and offers more possibilities than straight changeling vs pony. I figure I could at least try my hardest to be some help when the next build comes along.
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>>27778956
ideas for the UI?
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>>27778908
>>27778956
6 factions, my god dude are you making a full game here that's awesome, those Earthborn troops looks amazing they look more like deafness type of army, maybe you should make every faction has it's own style of play, like it's better to sit and wait with the Earthborn because they have a lot of supplies but they are very slow, while the Changelings are very mobile and have a lot of numbers but need a lot of supplies.
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>>27778908
>Second of all, this game won't be all about "Changelings vs Ponies". It will be about battling the 6 factions of the new Divided Equestria.
I hope you will pick one or two factions, and build a complete game with just those to start with. Otherwise, building all 6 at once, it seems like it will be easy to get bogged down and have this project die slowly, like most of the big ambitious MLP games before it.

Also, have you considered building this as a total conversion on top of an existing RTS engine? There's a free open-source one called "0 A.D." which I believe was originally based on Age of Empires II.
Link: https://play0ad.com/
Since it's open-source, you'd be able to modify everything, even down to the core engine code, if it's needed to make your ideas work.
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>>27779462
Try to make it similar to Age of Empire 2's style. (The current one, with resources on top- left, map on bottom-right.) Like pic-related, except the map should be a square, not a rhombus.

>>27779554
Earthborn is actually a faction. It is the one we start developing

>>27779610
We will build only one faction at a time. We start with earthborn because it includes all the basics. Area effects, ranged, melee and air attacks. Then we will build the second one. The player will be able to choose which faction he wants.

After we built the first 2 factions, we optimize and polish the game, and then we get to the other 4.

We will use only Unity because we have lots of experience with this engine, and we don't really like the fact that we have to start learning a new engine. I know it'd be better to use an engine optimized for RTSes, but we want to use what we know best.
>>
https://soundcloud.com/hipopotomonstros/mulp-project
OP, guy here who did the sound effects and promised some music. I got an old little blurb from way back. If I extended it, would you like this as one of the level themes?
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>>27750192
Character action
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>>27779764
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>>27779764
OP here. Hm, that's pretty nice! Would you mind if our musician would take the melody and edit it to make it "more suitable" (according to him)?

Also, I finished the new movement system. I will modify the way changelings surround an interactionable object, and the Build should be out.
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>>27779877
Go for it. He can do whatever he wants with it. Just so long as I get to keep my name on it.
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>>27780016
Don't worry. Everyone in this thread will be put in the credits for his respective work (even if it's only support).
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>>27779877
I feel both names are dumb, but so far are the best I can seem to come up with. I don't expect much to come of them obviously.

The first name(The dumber of the two dumbs) was simply Division. The other name(way better in my opinion) is Faction 6: Divided We Stand. Or just Divided We Stand. I dunno. It's just been stuck on my mind so why not put it out there.
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>>27780147
"Division" sounds too much like "The Division" which is a totally different type of game. "Divided We Stand" could work though.
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>>27780453
I didn't even remember The Division existed... wow I should play Tom Clancy sometime.
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OP here!
Guess what! Build 5 has come!

Additions:
+ Terrain!
+ Non-Dumb Changelings that now look in the direction they walk, and stay in the same formation when they are multi-selected!
+ WASD and Arrow Keys camera movement!

Changes:
* Camera now doesn't go into orbit when zooming out.
* Lots of tweaks in the code: reworked both selection system and movement system.

Known Issues:
- Game MAY crash if you make a changeling go outside the map.
- Camera is zooming out way too little (and zooming in way too much). It's a cheap fix tho.
- There is a small chance a changeling won't obey the formation and will move rebeliously outside the formation (NOT WANTED, kinda annoying).
- Those damage dealing vines are still there...and we have to keep them there until we get some damage dealing enemy troops/builidngs.

I think this might be the final build that contains changelings. We will move to Earthborn troops/villagers in the next ones.

Direct Download Link:
https://github.com/MoonfireSeco/Ponays3D/raw/Build-5/Ponays3D.rar
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>>27780583
still working on the interface, OP.

should deliver soon...
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>>27778908
>>27778956
>>27780583
i want to hype this, but is it going to be worth it?
isn't OP ditiching us when the game gets a lot of progress and then abandon it?
he is doing it for free...
for free...
>>
wtf op was actually serious with it

you go, anon!
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>>27780647
yeah, I wish op and the thread luck
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>>27780583
here u go, OP. its pretty basic yet.
anny suggestions?
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can OP add the function to add units to the selection without losing the previous selection by pressing shift?
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>>27780861
Blizzard style control buttons?
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>>27780583
age of poners
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>>27781059
maybe, got a lot of reference from Warcraft and tried to mix with parto of AoE
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>>27780861
since i still dont know how many resources or menu buttons this shit will have i left all kinda blank
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>>27781818
>>27782537
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>>27783242
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>>27780583
The Camera is fine a bit slow, but when i move the mouse up and down it doesn't move only left and right, however the WASD and Arrow Keys works amazing, if the mouse moves as smooth as WASD and Arrow Keys it will be perfect.

The Changelings works great and their speed are just fine i really like how i can select them and zoom in on them , the zooming is works just great, the damage seem a bit slow for changeling though.

I suggest you make the changelings move faster than the Earthborn when you make them but the Earthborn should be a lot stronger and a lot of hit to die.

Some problems i had was the mouse lagging and stopping for a bit before moving again but that may be just me, and once while zooming in i zoomed out of the map and into the darkness blow, but that only happened once, and one changelings i couldn't select with the rest is there a troop selecting limit in this game, because i really hate this feature in AOE2.

Other then that the build is fine keep doing a good job.
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>>27781818
>>27782537
>>27783242
>>27783663
Thanks for keeping the thread alive while I sleep!

>>27780633
I won't ditch you. Actually, WE won't ditch you, because I got my team working on this too. We already love the concept of the game and we want to make it a reality. The simple fact that we get more experience by making an untouched genre by us and that we have a game universe so interesting gets us going.

The problem with people giving money is that there is a risk of disappoinment. If you give money and the final product isn't what you expected you get disappointed. We don't want that. We worked on no-budget games before, and it was pretty good. The thing that gets our team working is the joy of seeing people enjoy our games.

I will open a Patreon if you guys want

In Build 6 I will enhance the movement system, being able to do what this guy >>27781034 said and a few other things, like making the selected troops go in box formation.

>>27780861
Nice! I hope there isn't a problem if we modify it a bit.
>>27781095
I will tell you how many (and what) resources we will have for this faction. (Each faction has different resources (not completely different, tho. For example every faction will have Gold/Bits)). Could you make the cursors please?

>>27784038
I will rework the camera mouse movement, thanks for the feedback! (I disliked the movement too).
The damage on the vines is tiny (1 dps). That's why they take so little damage. A changeling has 10 HP. A big and expensive tank should have 6500 HP. The legendary troop (The Headbutter) of Earthborn has 10000 HP, and upgraded it has 15000 HP.

Hm, I know the "camera that zooms into the darkness" glitch. It should be fixed in the future builds. The mouse problems are a bit worrying (it may indicate faulty code that loops somewhere), I had none while I was testing. Hit us up if the problem persists,

There is NO troop selection limit! Rejoice!
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>>27784114
If this game gets completed it will be the greatest thing ever, thanks OP you're the best, keep doing what you're doing, but if you want to open a Patreon you will need to show it to more people you won't get much support on this thread. i suggest you do it, maybe do a youtube trailer.
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>>27784172
Of course I will share the game with more people, but when it has a bit more content. It might help if you guys share it too! This is the game made by /mlp/.
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>Pony rts in my lifeime
Yes, this is good.
I know it's too early but I'd rather write it down now before I forget.
You guys remember Shining's forcefield from the weeding two-parter? If those poners are to be a defensive race such ability would be great. A magic wall that changelings (and other evil creatures) can't pass but ponies can. It would be available as a spell casted by a special building where you would have to garrison few unicorns before being able to cast it. It would drain mana from garrisoned unicorns and last as long as there's a unicorn inside the building to drain mana from. I don't know how hard to code it would be though, so it's perfectly ok if you choose to ignore it.

Good luck op you and your buttbuddies are the real mvp's.
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>>27784604
Will mana even be a resource in the game.
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>>27784773
I assumed so, it's a high fantasy setting, but perhaps love or friendship would be more fitting as long as they will not be a currency for units or buildings.
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>>27784604
Thanks for the support and encouragement!

>>27784773
Yes, but as a troop specific resource. Like, every troop has health. But how about they have something else? Mana is mandatory for unicorns. We were thinking about a Threat Level each unity should have. If your accumulated Threat Level is too small and the enemy's accumulated Threat Level is too high, your troops kinda run away in fear. (If the difference is HUGE. And about 45% of them run, the others don't, but get debuffed. That's why we will add some of those Support things like pic-related (Some support troops of the Sun and Moon faction)).

Some beasts will have some taming level or something. If your army controls a huge beast (beasts are generally stronger than ponies), it might stop obeying you. That's why you'll need to train some Beastmasters to control it and keep it under control. The more the better.

Does it sound hard to code? Absolutely not. There's only one thing hard in game programming: Finding an efficient method (FPS-wise) to do. Now I'm polishing the troop selection system (the Ctrl/Shift selection system (suggested by >>27781034) works flawlessly). The changelings should be a bit smarter too. Expect a build 6 soon.
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>>27781074
I like this name
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>>27784114
Modify whatever you guys need.
Going for the cursors now. Will deliver as soon as possible
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>>27785292
what do you have on mind for cursors?
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>>27785803
See >>27778908 post's image

Sneak Peek for Build 6. Ignore the top right statistics. If you click on a changeling's icon it will select that changeling. Woo!
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>>27785803
Since AoE had a single cursor I though on makin a basic metalic or wooden cursor. I don't know if you plan on make different interfaces based on wich faction the player uses, but for now I'll on work with a basic spear head. Something generic and simple
>>
Im excited for this game
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>>27785852
Actually AOE has multiple cursors. It'd be great if you ponyfied at least the hand and spear (they are both currently used in the game).
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>>27785847
jesus, this game is actually progressing at a really fast rate

you and your team are extremely based, i hope you all know that!
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>>27785865
I'll try, the hand will be the problem. I'm thinking of a horseshoe or or something similar to the stable building icon.
>>
Build 6 is in testing phase now. In Build 7 we will have different troop types: Villagers and Infantery.
It's taking pretty long because in Build 6 I actually rewrite the Troop Selection code and the changeling movement system code to make it even more efficient.

We need to optimize this game so hard because it's going to have lots of stuff going on. We need to make the most basic and used systems (movement and selection) as efficient as possible. I made the selection system twice as fast as before (it was fast before too, but now it's twice as fast! You won't even notice now, but in the future this optimization will be life saving).
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>>27786622
you're all great
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>>27786622
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>>27786622
will base building be a thing, like age of empires?
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>>27786873
Of course! It's one thing we all love in our team. But we will add that a bit later, once we are finished with troop selection, movement and creation.
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>>27786931
awesome. I didnt mean to come across as impatient or anything, just curious what's planned.

im thinking traditional ponyville style buildings for the pones and obsidian towers with holes for the changelings or something? Just aethstetics wise.
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>>27786944
Don't worry. It would've been an idea if the game would've still been Changelings vs Ponies. Now it's based in the Equestria Divided universe because it provides infinite possibilites of gameplay and it isn't a big difference of implementation.

I see some huge FPS drops when selecting multiple troops (100 FPS to 12 FPS). Currently investigating the problem, and I think I found the solution. Sadly I am the only programmer in the team, and the only one that works directly with Unity too...But hey! The game develops smoothly doesn't it?
>>
Sorry OP. The cursors will be delayed, Pc is messed up.
will deliver tomorrow, also I think I'll remake the interface more ponified
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>>27778908
mak the icon to make pones walk to somewhere 2 horseshoes with a little arrow
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Damn, Build 6 has lots of bugs. Expect it tomorrow morning while I solve them. I kinda added and remade too many things for one day.

I added the following:
- Left Ctrl or Left Shift selection. Used to add a troop to the selection without deselecting the other troops.
How much it works now: Flawlessly

- GUI Functionality. The icons of selected characters appear on the bottom paper thing. Like in AoE.
How much it works now: Icons go outside the paper thing. It's because this system is still not fully implemented.

- More GUI Functionality. Life bar under each character's icon. The lifebar updates accordingly.
How it works now: Flawlessly

- Even More GUI Functionality, If you click on a character icon on the paper thingy it will select that character.
How it works now: Flawlessly

Remade/Modified:
- Selection System
- Movement System
- Camera Movement (now it changes speed depending on the altitude. No longer Lighning-like zipping at 2m from the ground!)

Everything works perfectly except for the icon arrangement. I'd like to give you guys the build but I did not get that much time to test it. Remember when I said that Build 6 is in testing phase? Well that was before all these icons on the paper thing were in the game. I decided to add them because I thought Build 6 was kinda lacking features. It just had a reworked and polished movement system and camera. That's all. I wanted to give more. Now I'll fight with the bugs. You guys might come up with good ideas until I release the build! For example, what resources should the Earthborn faction have? They are 80% Earth Ponies.

Also, Thanks a lot for putting this much work into the project:
>>27787297 guy. You'll get a special place in the credits.

What do you get instead of the build 6 this night? A screenshot of the entire Unity project (that also includes the troop icons)! Watch in awe!
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>>27787658
Ohoho, you slay me with your screenshot OP! So close yet so far!

In all seriousness though, great work so far, and may there be smooth sailings at this goes!
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>>27787658
Dreaming to become a game artist or designer or something like that.
Just wanted to help you guys the best I can.
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>>27787658
Can you add Swastika formation.

Looking great so far.
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>>27789021
Anon NO!
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>>27785852
why not a changeling horn?
and a unicorn horn?

then it could be more related
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hey OP, what do you whink about Age of Empires 3 compared to the previous AOE games?
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Ok. I'm following this thread and the game development now. This is some top qulity work and great content.

Do you have any ise for a sketch artist? Any requests of things to draw?
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>>27789740
can i get a drawling of a changeling dressed as snake from metal gear solid?
>>
>>
bamph
>>
Holy shit we're finally getting our very own pony RTS game and how is no one talking about this
>>
Aaand, Build 6 is done! Well, it needs even more optimizations.
Everything works 60+ FPS if you select and play with less than 200 changelings. If you choose more, then FPS begins to drop.
I had 500 changelings and I had 20 FPS. Kinda bad. I think I have a solution too. But it will come in Build 7. I don't want to delay this update too much.
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The long awaited (~1 day and a half) Build 6 is here!

Additions:
+ GUI Avatars of selected troops. If you click on an avatar, it will select that troop only.
+ Camera Moves accordingly to the altitude.
+ (Debug feature): Hold Space to spawn changelings.
+ The Selection Box now stops at the GUI Frame.

Changes:
* Remade so many things I won't even write them here. I remade 60% of the project's code. And it still needs optimization.

Known Issues:
- If you spawn more than 200 troops it will start lagging.

Download Link: (this time Mediafire because GitHub won't allow me upload files larger than 25MB)
http://www.mediafire.com/download/5hjb4c2olq7zv56/Ponays3D.rar


Replying time!

>>27787707
>>27788217
Thank you!

>>27789021
The formation wouldn't be effective in combat. You can arrange them like that if you want.

>>27789676
Hm, this one's interesting. Even tho the troops may not be unicorns, it might still work. After all, it's just a cursor that indicates that the object is interactionable.

>>27789693
I personally didn't like AoE3. It feels like something is missing.

>>27789740
Is that image your art? Damn, you are impressive, dude! I'd love to have a Ponies-At-Arms troop sprite from the Earthborn faction. I will give ya the sketch in the next reply. >>27790082 is not me.
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>>27789740
In the next build there is a huge chance I will use Ponies-At-Arms instead of changelings. Also some villagers. The Ponies-At-Arms will be able to arrange in strategical formations, like a Box Formation. If you could make a sprite of them (pic-related), it'd be perfect. For villagers I'd like a tired-looking earth pony, dressed poorly.
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>>27792266
Everyone's busy shitposting or avoiding oc because that's reddit.
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>>27792673
Quick Update: You can now have 300 troops at 60 FPS. (Raised from 200)
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>>27792673
>No skills whatsoever to help in the project
I'll be cheering for you from the couch.
>>
>>27792742
You don't have to be skilled to come up with good ideas. By getting help from so many people I have a larger database of assets. A less skilled person might do something better than a more skilled person. You never know.

Also, this game is made by /mlp/. I am the developer, that's true, but the assets and ideas are given by /mlp/.

The fact that everyone can contribute with anything they want makes this a community project, which is a lot better than a personal project. I may filter some assets, but still, this game is made by us.
>>
Guys. I think we need to have a total troop limit. I was thinking about 500 (in AoE2 it was 75). It's a reasonable number because I don't think a normal human can keep track of more troops.
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>>27793080
as long as OP can optimize the game for potentially more than 1000 troops on the map.
>>27792753
That's a good spirit
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>>27792728
Another Quick Update: You can now have 400 troops at 60 FPS. I don't think I can optimize much further tho.
The FPS problem is caused mainly by Unity's Rendering system. I can't modify that. When I disabled the AI and selection system completely I was able to break 60 FPS at ~720 troops.

I have a medium computer. 2 GB AMD video card and a 3.4 ghz quad core processor. The video card is the main problem here. Maybe the game will work at 60+ FPS with even more troops, on better video cards.
>>
>>27792673
>The long awaited
Dude it's only been a day, take your time no need for these day by day builds.
>>
Bumperino
>>
>>27792266
i say, give it time.

when it hits equestria daily, expect this to become a general.

i stumbled on this thread by chance. i don't even browse /mlp~/ anymore, the day i go here, i see this thread
>>
Tuturu-bump!
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>>27796130
>>
>>27796130
what is tuturu?
>>
>>27797600
Steins;Gate reference.
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hey OP, there is something i found for changeling as a resource.

i can do animation, but i do it on flash, are you only going on pixelated sprites only route?

there is a thing i learned from animating Bronycon Promo is that you could export the frames as a transparent pngs to include them on a 3D enviromment

i think could contribute with changeling walk patterns
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>>27797709
better .gif
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>>27797742
>>27799401
????
>>
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This is what I call heavy optimization (and it might go even further). Although I don't recommend making all 800 troops go do the same thing at once because the FPS may go below from 60 FPS.

There's one problem. When I say 800 troops I mean 800 entities on the map. This includes your troops and enemy's troops. Also the buildings.

I think 200 troops for every faction is more than enough.

- 50 villagers that gather resources. Can be more if you are in a battle.
- 50 medium/weak fighters that fight in a crowd and don't have special abilities.
- 10 support troops
- 5 tank troops
- 30 flying troops
- 1 legendary unit (that is shown at the bottom of any troop list on Equestria Divided's Deviant-Art page).
- 20 siege units
- 10 stealth units
- 10 summoners
- 14 boats/ships/balloons for transportation, defense or attack.

This is more of an end-game army layout, where you already have unlocked the legendary troops (you can only have 1 of those. Other troops don't have a limit (when I said 5 tanks I didn't mean that is the maximum you can have. You can have as many tanks as you wish (if you have less than 200 of course). The numbers of troops I said above are the ideal amount of each troop, You can customize the army as much as you want).

Plus, we still needed a troop limit that increases by the amount of houses you have built. I think 200 troops for each faction is alright (+10 max troops per house built).

I will reply to y'all and give more details in the next posts.
>>
>>27800181
http://orig04.deviantart.net/3a50/f/2014/173/1/2/earthborn_forces_by_pooryorickda__re_upload__p1_by_fujin777-d7nijtc.png

http://orig09.deviantart.net/7b9c/f/2014/173/e/e/earthborn_forces_by_pooryorickda__re_upload__p2_by_fujin777-d7nijro.png

These are the Earthborn troops. There aren't many because they have lots of synergy between them and you need to know what they do, and how you can combine them in order to be successful in battle.

For example, the Cult of Laughter faction has a troop called Corrupted Townsfolk. When it dies, it becomes a Laughing Dead. There is another tank troop called Alicorn Mockery that restores health by absorbing nearby Laughing Deads. There is another troop that summons laughing deads. You can combine the summoner and the Alicorn Mockery to create a tank that regenerates itself continuously. Used separatedly, the tank would die very fast and the summoner's spawns and the summoner itself would die almost instantly. (very low health). You can also send a swarm of Corrupted Townsfolks ahead with an Alicorn Mockery. The alicorn mockery protects the other troops and when a Corrupted Townsfolk dies and becomes a Laughing Dead, it will regenerate the Alicorn Mockery's life. This is not the only combo. There are ~12 for each faction.
>>
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>>27796130
Weeb detected.
>>
>>27800227
The buffalo totem unit gives me the vibe of a land-borne equivalent to the Terran Science Vessels from StarCraft. Maybe you guys could do something similar.

For example, as a passive trait, it could be used as, for lack of a better word or analogue, a detector unit that enables you to see "cloaked" units in a radius around it.

With that passive trait in place, maybe have some active abilities as well. Area of Effect damage, "magic inhibition", et cetera, with each of these abilities having a "magic requirement".
>>
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>>27794222
Okay, okay.

>>27797709
The game is no longer Changelings vs Ponies tho. We use the troops from Equestria Divided. The first troop will be the Ponies-At-Arms. The average Earthborn villager will look like a tired earth pony.

I am still not sure what method should I use for troop rendering.
Should it be a 2D sprite that just flips?
Should it be a collection of 2D sprites for each orientation (like in age of empires, where you had 8 sprites for each unit: front, back, left, right and all diagonals)?
Should it be just a 3D model? But then I won't be able to tweak the model/animation in case of anything. If there's a 3D model in the game then when you'll have 800 troops I think it might cause lag. Then we'll need some 3D modellers and animators, which is pretty hard if we have no budget.

If you can animate/draw this image it would be great. I'll decide if the troops/buildings will have a 2D sprite or a 3D model.
>>
I am working on a Linked List system of troop selection (for keeping the same troop formation). If this will work it should speed up the game astronomically.
>>
Page 9 bump
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>>27800440
I'd say we start with simple 2d sprites that just flip. Shouldn't be too much of a problem to change it later on? This also depends on the Anons that will draw the images as 2D for every orientation takes longer to create.
>>
>>27802097
It isn't a problem to change it later at all. I think the game would become a resource hog if it has to calculate the orientation of every troop on the battlefield (> 400)
>>
>>27800440
So no changelings at all then? It'd still be neat if they make an appearance somewhere in the game.
>>
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>>27803259
There are some guys from the Moon & Star Faction that can shapeshift due to changeling research, (pic-related)

Real changelings may appear but only as mercenaries that can go from a faction to another to accomplish missions like assassinations. This might be included in late game development.

Also, update: I am working on heavy (and when I say heavy they are exaggeratedly HEAVY) optimizations. These things are very hard to successfuly implement them without lots of glitches. You can now have ~800 troops but it lags when you make all of them do something at once. The new system I have in mind might allow up to 1000 troops without lag. Expect it to come out tomorrow/over 2 days.
>>
>>27803349
Changeling mercenaries. All I can think of now is a deadpool changeling. beautiful.

But now I'm just overall interested in how the next build turns out. The hype is real.
>>
Holy shit that is amazing. As a suggestion, you shoukd be able to click-and-drag, as well as Shift-click, the unit icons in the GUI to select multiple troops (provided you can't already - on mobile atm so can't test).
>>
>>27803349
Ok, that sounds neat.
>>
boop
>>
hi
>>
9 bump
>>
850 troops. A lot less lag when moving ALL of them at once.
>>
>>27803349
Can we just get some hype in the chat for OP actually delivering!
>>
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I think I'll make a new thread when build 7 comes out. Build 7 basically wraps everything up, while solving all possible glitches (I saw many in Build 6's selection and movement systems) and making everything as efficient as possible.

When Build 7 comes out we will finally be able to start the gathering system. In Build 7 I also clean the code. It begins to look extremely cluttered and that will be a huge problem when I'll try to modify it later. I had lots of bad experiences before with uncommented/cluttered code.

Also, these are the resources used by Earthborn:

- Apples (classic food in RTS)
- Wood (building material #1)
- Stone (building material #2)
- Bits (classic gold in RTS)

Simple. I talked to a game designer from my former team about the resources used by the Stormwing Faction (it might be the second faction I'll make, but this is not 100% sure.)

Stormwing might use the following:

- Food (no special name, I guess)
- Clouds/Cloud Material/Cloud (Building Material #1)
- Bits
- Water (a resource that's Stormwing-speciffic. It's like a second building material). You get water by putting ~20 pegasi (to achieve a certain Wingpower number) to lift water to your city from a nearby lake. You can get water from clouds too (in case you don't have >20 pegasi), but pretty slow. Water should drain slowly,

Pic-related: until I get better ideas, I will use 2D sprites of buildings. I used Twilight's castle because I had no other ideas. Does it look alright? It certainly feels like it's made of paper, but is it bad?
>>
Quick Update: If I turn off the troop sprites (and keep all the scripts) the game hits the 60 FPS limit at. Guess what. 2240 troop! Sweet merry mother of Joseph, that's a lot! Maybe I find a magic setting in the unity engine to enchance the sprite rendering system? So we can hit these numbers with the sprites active?
>>
>>27802551
So is this an engine problem or why wouldn't it work too well. AoE3 worked quite well.
>>
>>27809028
>It certainly feels like it's made of paper, but is it bad?
Not at all, maybe a little confusing when you later place the buildings on the map.
>>
>>27809091
maybe a line of code that says
If this unit is not currently on screen
then do not render
>>
>>27756279
>Implying I've ever left.

>>27754423
Those pony models were based off of the ponykart models I made, which are suitable for a game.They'd need some tweaks and more animations obviously, but could be a useful starting point. You can get all the ponykart assets here:
https://www.dropbox.com/s/oqrhi4vtub5if7t/Models.zip?dl=0

There is some more assets I made for a game I was working on a year ago,
https://github.com/3dAnon/PoniGame
That are more suitable. If you guys want I could package one character up.

>>27809028
Since you seem to be making some decent progress, and I like rts games, I would be willing to help out if you need/want 3d assets. I've done a lot of game art, and I know my way around Unity well.
>>
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>>27809153
Well, calculating the orientation for hundreds of troops might be a bit of a hassle for the computer. With some advanced optimizations it shouldn't reduce the FPS too much, but then the only problem left is finding someone that's willing to draw a sprite in 4 phases (idle, walk/fly, attack, death) in 5 orientations (front, back, left, top-left and bottom-left (for right orientations we can flip the sprite)). Then, if we don't like a sprite we'll have to change it in all its 5 orientations. Pretty hard.

>>27809216
That line of code would be pretty bad because it has to check often if the sprite is on the screen. If we have hundreds of troops then we have hundreds of scripts that check every few frames if the sprite is on the screen. We don't want that.

>>27809175
Pic-Related. I tried to put a 2.5D sprite of a Town Center and it looks pretty good. The only problem is when you zoom in it'll start to look a bit weird. (Ignore the fact that the building is cutted).
>>
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>>27809264
Oh, hello there! It'd be nice if you could make a 3D model of a Ponies-At-Arms troop (pic-related). That way I can work with real 3D optimization as soon as possible. Also, we would get rid of any problem caused by orientation.

Every basic troop (including Ponies-At-Arms) will have 4 animations: Idle, Walk, Attack and Death. If you can make those too, then it'd be perfect!

Another important thing for now would be a villager 3D model. A normal earth pony that looks tired should do the job. They also have 4 animations (maybe 5, if they can gather and attack too). Thanks again for willing to help!
>>
>>27809091
but why do we need 2k troops?
isn't 200 just enough?
>>
>>27809319
oh no no no i didn't mean on each troop i meant like as attached to the players view window like have it be a cone with co ordinates and it checks to see if anything is between these four coordinates and renders that but nothing else
>>
>>27809435
It is, but when I'll add AI, animations and path finding the troop limit will go a lot lower (to keep the 60 FPS limit).

That's why I try to optimize the basic systems as much as possible. By every new thing added, the maximum entity count on the map will drop. If we have 2000 troops now, in the end (after developing the AI) we may have only 300 entities. You never know. It's best to have as big numbers of entities as possible, because then the game will work on slower computers too. If a powerful computer supports 2000 entities, then maybe a slow computer will support 300 entities. It's good to think of slower devices than yours when developing a game (mine is medium-ish, so it's not too hard).

>>27809465
Well, that'd be great if I knew how to do it. I did a bit of research now and I found some nice stuff. I might give them a shot. Damn, I should google possible optimizations more often.
>>
>>27809523
>>27809465
Quick Update: This thing is actually only for Unity Pro. I don't have a bought version of the engine, so we won't be able to do this occlusion culling. Welp, it isn't a problem if I am able to pull of a render optimization I have in mind.
>>
Hey OP I was just wondering. If you offered your skills to work on another game then how much would you like to be paid for monthly? peanuts or peanut butter jelly sandwiches?
>>
>>27809933
I don't know, I see how much he wants to pay me and then I decide. I am not the most skilled programmer, I only know 2 languages (C++ and C#).
>>
>>27809028
I'm not the one to complain about free stuff and I hate to be this person, but personally I think it doesn't look good.
>>
>>27810099
Yeah, it does look kind of odd with the building stretched to the side like that.

OP, can you switch the camera to an orthographic projection, and post another screenshot for comparison? I bet it will look better that way.
>>
>>27809591
No, unity personal, assuming you use unity 5 use fully featured and has frustum culling. As well, frustum culling is automatic.

>>27809523
Just curious, how much unity experience do you have?

>>27810099
Placeholder art. You never, ever inverter in the art until you have actual gameplay. Developers that worry about that this early in development are making an amateur mistake.
>>
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>>27810099
It's just placeholder art, as >>27810143 said. The actual art should be 3D.

>>27810134
Pic-related. The problems with an ortographic camera are:

First, you can no longer zoom in / zoom out the traditional way. You have to scale the entire world, Not a big problem.

Second, you can no longer see the terrain correctly. You simply won't understand what is going on.

Third: When we'll add 3D models we won't have the graphic advantage that they offer. The 3D stuff will look exactly like 2D ones that were made to look like 3D.

>>27810143
Yes, I use Unity 5, frustrum culling being enabled from default.
I don't have that much Unity experience. I completed the first 2 tutorials a year ago, and then got halfway into the third one. I went a few months ago to a multi-phase Game Jam where I recklessly took my role as a programmer in the team (a team of 3), although I had little to none experience with Unity (just those tutorials). In the first few days I was watching only tutorials on how to do stuff. Then I began to learn the way engine works and began doing stuff myself. I learned it in a few days and then I learned more and more. I'd say the Game Jam went pretty good, because we were the smallest team and we still qualified to the finale, which is pretty nice.

Also, I just finished the new selection and movement system. It is pretty efficient and it's glitch-proof. Build 6 had lots of movement glitches. Now there are none.

I'm now working on this: >>27803807. I tested it in AoE now and it seems that if you ctrl/shift click a GUI avatar it deselects that troop. As long as nothing supernatural happens, this should be easy to make.
>>
OP here. Build 7 has new glitches. I am currently fixing them. Some shedule here:

When I'll fix everything I'll continue cleaning the code. After the code is clean and maybe a little more optimized, I will release the build. After that, I will work on rendering-related optimizations. When I will be done with all the optimizations, I will then add new stuff. It should happen in a few days. Keep the threads bumped and keep supporting! This is one thing that keeps the project going.

The new thread will be made when Build 7 is released. I will make a small announcement here with the thread in it.
>>
one of the best project I have ever seen here !

If I was a little bit les useless, I could have created low poly models for you.
But I will not have any free time...

So, go anon, go ! Follow your dreams !
>>
page 9 bump
>>
bump-a-dump
>>
>>27810407
>he needs a 3d art
>theres 0 3d fags around

welp
>>
>>27811726
>>
do you need an announcer for the game?
>>
>>27792673
I think you need to make sprites facing not the camera point but an invisible plane (make them coplanar to) that is facing the cam.
>>
>>27816221
Something like this is already implemented.
>>
>>27750192
Bump 8 page
>>
bumperino
>>
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Build 7 is up! (More like 6.5, because it doesn't really add anything, it just fixes all bugs and glitches, while making everything optimized).

Here is the aftermath:
You can play above 60 FPS with around 400-500 troops, all selected and gathering something/attacking something (or walking somewhere). That's pretty neat. It still needs a bit more optimization because if you right click too many times with many troops selected (>350) it begins to lag (the lag disappears when the troops reach their destination). It's a cheap fix.

When you look at all the entities at once, the maximum entity limit is around 900.

But here's the awesome thing: If you look at a few troops (< 20) (you can also continue playing with these few troops) the game runs at 60 FPS with a number of, brace yourselves: 1700 TROOPS!.

Yes, you heard me right! You can play 60+ FPS on a medium computer with 1700 entities on the map! Further optimization might increase this number, but I think that's enough optimizations for now.

>>27814256
See >>27809264

>>27815256
I think we can move to announcements when the game is a bit more polished and advanced.

Download Link: http://www.mediafire.com/download/zl42az0rh92evoa/Ponays3D.rar
>>
>>27817443
whenever it happens if you need a male announcer then I can help out
>>
>>27817443
>See >>27809264
i'm blind ^:)
bump
>>
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>2d sprites on 3d map
It looks sort of Dominions-esque.
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>Page 8
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>>27809356
when you mean a "normal earth pony that looks tired" you mean a pony like big mackintosh?
>>
>>27820617
where can i play this game?
the link gives dns error
>>
>>27817443
Great job on the build so far, I'm glad you managed to work out the optimization bugs
>>
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Bump
>>
boop
>>
>>27820822
Both servers are down for a unknown amount of time. Hopefully one of them will be up by tomorrow. Beware reddit, facebook, tumblr, and derpibooru have found out about the game. So expect high levels of autism
>>
>>27823620
What game?
>>
>>27823708
Not much to do in it so far besides chat or interact with grass. Game is being worked on by 3 or 4 people at the moment
>>27821681
>>
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Build 8's first feature has been added:
More GUI functionality. If you have only a troop selected you'll see some of its details. Currently there is only Health and Name, but Threat Level and Attack Value should be added soon. When I'll have some 3D troop models I'll make the model to spin nicely on the right side of the paper. (we need to fill up that space with something).

I also fixed a glitch where you could've selected a troop when it was outside the screen. (weird, right?).

Also, a nice optimization was implemented: Now the game no longer lags when you right-click many times with lots of troops (>300) selected. However, the game begins to lag if you put these hundreds of troops do something at once.

Also, the camera angle was changed from 45 degrees to 30 degrees. I think now it's a bit less annoying because you can see the battlefield a lot better (pic-related).
>>
bumpo
>>
Bump
Just bought AoE II HD due to hyp. Thanks guys.
>>
>>27750192

Go clean up your disgusting hair!
>>
>>27824794
no
>>
>>27824026
was i the only one spamming actions with the selected troops just to hear the changeling noise?
>>
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>>27824911
yes
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>>27809264
Fucking christ, this is my twelfth time trying to post, because of the fucking spam filter fucking up
>>
>>27809264
Now knowing I'm not IP blocked or some stupid shit, where are you on the 4CC animated logos? I know in Winter Ved hardly made the deadline for a hype video, but what about your end?
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