Friday, June 20, 2008

Resource Rate

I made good progress with Dragon Siege, although I could not resist implementing more gold plating features! It is so easy to spend an hour or so on a nice to have feature: I added clouds to the weather system. The clouds do contribute a lot to the atmosphere. I also added animated water areas.

The resources now work with rates. Resource changes occur at a rate per gaming second. For instance a wheat field of a farm produces 2 food units per second. Units also consume resources at a particular rate.

The target of the player will thus be to maintain a positive resource rate. Constructing units and buildings will still require a once off resource cost, therefore the importance of keeping a positive resource rate. There are also penalties associated with having zero resources and a negative resource rate. Currently your units will indicate a food shortage and attack at a slower rate.

I plan to make certain areas more "fertile" for farms. Thus a farm will produce much more food in that area. Of course these fertile areas will be close to invaders and vandals!

Tuesday, March 25, 2008

Mini Map no more

The last few months I had little creative energy to spare for Dragon Siege.

The recent development retake delivered a modern RTS feature introduced by Supreme Commander: there is no mini map.

Instead of using a mini map the player can zoom out and view the whole map from a bird's eye view. The player can also zoom to an area of interest by moving the mouse cursor over the place of interest and zooming in.

Note the small scale of the barracks in the attached screen shot. An added benefit of this modern mini map feature is that a player will truly be able to bask in the grandeur of colossal
creatures.

I plan to budget creative hours per week to ensure more continuous development. Meanderings off the development path forsakes my pursuit.

Monday, February 25, 2008

Double Dragon Deluxe and Dragon Siege

Someone asked me why there are no details about Dragon Siege development prior to the first post on this blog. It seemed that there was a lot of work done to get those first screen shots.

The initial development of Dragon Siege up to those screen shots happened quite rapidly.
The reason is that I leveraged the existing Double Dragon Deluxe engine. The most time consuming effort was the conversion of the graphics resources.

Monday, January 14, 2008

Double Dragon Deluxe download

Double Dragon Deluxe is ready for download.

Remember to install mdxredist.msi before running Double Dragon Deluxe.
A future version of Double Dragon Deluxe will make use of Direct3d, which will enable all sorts of effects.

Feel free to post feedback.

Download Page