Viridian Games

Viridian talks about his kids, game development, and anything else that comes to mind.

Planitia Update 9 - WITH DEMO!

My time of copping out is over.

Of course, that doesn’t mean that my time of writing good code has started yet.

In any event, I managed to get the demo together. Odd how it always seems to take one more week than I expect for me to get stuff done.

Screenshot:

Huh.  It looks slightly different.

And here’s the download link. It’s just over a meg.

Planitia Combat Demo One

Please play it! Please comment! Basically I’m looking get the feel of the camera control and the combat very natural - that’s all this is about. If you feel that anything works kind of clunky, please tell me. If something you thought should work didn’t, please tell me. If your machine crashes, please tell me so I can have you send me your log file.

The next update should have some god powers!

Edit: Thanks to whoever voted this entry up on Qatfish.com - this is my highest-ranking entry ever.

Note: If you get a message saying that you are missing “d3dx9_31.dll”, update your DirectX. Yes, even if you have 9.0c. See, there are different versions of 9.0c.

Note: I am aware that moving units off the map crashes the game, but the map is so big that this shouldn’t happen accidentally.

Version .11:

Removed two large unnecessary files from the download package, thus shrinking it from five megs to one meg.

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17 Comments so far

  1. mrfun February 17th, 2007 7:03 pm

    Pretty cool :)

    Worked fine here.

    Small issue: You should be able to select by dragging in the up left direction too. (normalize your selection rect before sending it for processing?)

    Mouse wheel scaling strength should adjust with current scale, ie, so it doesn’t take forever to scale when very far away.

  2. SteelGolem February 17th, 2007 7:06 pm

    hmm mouse pointer is really laggy. can’t move camera in two directions at once, with keys or screen-edged-mouse. box-selecting only works if you go upper-left to bottom-right, no other directions work. people aren’t smart enough to move towards the archers to attack back when they’re being shot at. maybe they’re just really loyal to your orders? ^_^

    nice terrain, yay zooming, rotating is interesting but not really necessary as far as i can tell. i like the zoom alot :P
    in what direction are you taking this project? i can’t actually tell where you’re going with this :d

  3. Viridian February 17th, 2007 7:08 pm

    Oh, right…I knew that about the selection box but forgot to fix it. Time to put that task on the list.

    And yes, you should be able to move in multiple directions at once, I’ll add that as well.

    Well, Planitia is basically going to be a real-time strategy game with god powers. It’s not going to be as combat-focused as a lot of RTS games, but it will have combat so I decided to start with that.

  4. Viridian February 17th, 2007 7:26 pm

    Hmmm…anybody else getting a laggy mouse pointer? I haven’t seen anything like that myself.

  5. Keith Weatherby II February 18th, 2007 12:34 am

    Die pixelated baddies!

    Take that!

  6. DanM February 18th, 2007 3:00 am

    Looks really nice. No laggy mouse pointer here.

    Definitely needs to be able to do two camera moves at the same time — not just ‘up’ and ‘left’, but also left and zoom out at the same time, too. Same with rotating.

    Also, any chance of a tilt function? I like my cameras a *little* closer to the ground than this, so I can see the horizon. It’s nice to have the option.

    Other than that, works perfectly. Perhaps a walking animation on the sprit… no, forget that last one.

    d

  7. lorenzo February 18th, 2007 5:21 am

    Hey I’m famous and I AM HAPPY NOW!!!!

    I feel you should be able to get the mouse out of the window when you shift the pointer to the side. Plus you should be able to right click the terrain and rotate it left or right.

    I’d like there to be a sense of momentum as you rotate, so have it gradually accelerate and when you stop rotating slightly bounce into place. This seems to be a common feature of games with a rotating camera like this.

    By the way, works fine in Vista since it runs for me :-)

  8. WonderMellon February 18th, 2007 11:57 am

    I downloaded the demo, and unzipped it. When I click on Planitia.exe I recieve an error dialog box with the following
    C:\PlanitiaCombatDemoOne\Planitia\Planitia.exe
    This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem

  9. Viridian February 18th, 2007 12:53 pm

    Wow…not sure, WonderMellon…you do have the most recent DirectX run-time installed, right?

  10. wazoo February 18th, 2007 10:09 pm

    Worked great for me Viridian! *cheer*

    Nicely done. No laggy mouse pointers and I’m even running on a laptop! :)

    Yes, same comment above about the box banding. It only works from left-to-right.

    I noticed the inclusion of fmod along with some sounds…except I didn’t hear anything
    throughout the whole demo…is that outside the “scope” of this version?

    Awesome work so far though man..grats!

  11. WonderMellon February 18th, 2007 10:35 pm

    I have DirectX 9.0c (4.09.0000.0904)
    Apparently I am the only one with issues it sounds like.

  12. Casey February 18th, 2007 11:36 pm

    Worked great here. I’m running XP, most recent DirectX versions. I didn’t notice any lag in the mouse movements.

  13. Viridian February 19th, 2007 12:05 am

    WonderMellon: No, GB had the same problem on his laptop. Unfortunately I don’t have enough data yet to fix it. I’m sorry.

  14. Irwin1138 February 19th, 2007 7:11 pm

    Nice 8)
    So, moving with wsad keys is too slow, speed it up a bit. The camera rotating too fast, slow it down. Make the selection box work in all directions. Adjust maximum camera zoom-in and out, because there is a little artifact when you zoom too much in. Also, you have to filter the sprites better - they are awful-looking at big distance. And asign the camera moving to the MMB (middle mouse button) - its very handy when you must move quickly in the game process. There are strange glitches when moving the units. Also, health bars are not the same width at medium distance. And yes, the archers are shooting too fast - I barely notice the arrows. Try to slow them down a bit, and make trails for them. Not so long like at Stronghold of course 8)
    Waiting for sounds to work 8)

  15. Viridian February 20th, 2007 1:27 am

    Panning too slow - fixed.

    Rotating too fast - fixed.

    Panning, rotating and zooming now all have a bit of braking at the end so that they don’t feel so “hard”.

    Panning and zooming are also now multiplied by the distance from the ground so that you move and zoom faster the farther you are zoomed out (keeps it from taking too long to move around when fully zooomed out).

    Sprites awful close up and far away - will be fixed by limiting how close and how far away the camera can get.

    Moving the camera with the MMB - hasn’t been implemented yet. I’d like more information on what kind of control system you’re talking about - is it just “Hold MMB and move left-right to rotate” or something more?

    Strange glitches when moving units - Unit movement is now framerate-independent so they should move much smoother.

    Health bars are actually 3D quads just like the units, so they are subject to the same deformations units are. Not sure if I’m going to fix it or not.

    Arrows are now much slower (possibly too slow) but they should now be much more visible and it should be much more obvious how they work.

    Thank you very much for your feedback. I’ll probably post another alpha next weekend with all my changes.

  16. Irwin1138 February 20th, 2007 7:44 am

    Moving the camera with the MMB - I mean, you press MMB, move right - camera moving right, left - left. Not rotating. Panning. You can also try the dragging style - this is when you press MMB, you hold the ground, and “drag” it. Just like you do while reading *.pdf files.
    Health bars - try making them only zoom related. I mean, make them all same size at specific zoom, and their scaling also depends on the zoom.

  17. bignobody February 26th, 2007 8:52 am

    I’m having the same issue as WonderMellon. DirectX 9.0c (4.09.0000.0903) You should make it output a debug log so you can figure out where it’s going wrong on different people’s systems.

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