Brought to you by TowerYard Entertainment!
(We made Gmod Tower Defence)[/release]
Population is a new RTS (Real-Time Strategy) gamemode that’s loosely based off The Settlers IV (4). The game supports 4 players. When you spawn, you start with a city, a storehouse and a small ring in which to construct resources. Your city will spawn 8 melons, each of which has a mind of his/her own and will perform tasks to aid your kingdom. If you construct a building, they will go to fetch resource from your storehouse or local resource nodes and deliver it to your building site in order to construct it. The objective is to destroy all your enemy cities whilst defending your own - when you lose your city, you’re out of the game!
When destroyed, you lose. Spawned when you first join. Spawns 8 melons to aid your kingdom.
Stores resource for your melons to use when building things. When presented with no tasks, your melons will default to filling this up!
Spawns 4 more melons that will aid your kingdom.
Shoots at enemy melons, and also expands your borders.
Allows you to turn normal melons into soldier melons.
Provides a better path for your melons to follow. Good use of these can streamline melon path finding.
You can’t control these melons. They collect resource and deliver to your buildings, as well as carry out other generic tasks to help your empire grow.
You have direct control over these melons. You can order them to attack the enemy.[/release]
The melons get their tasks from the city, and assign themselves a schedule. There will never be issues where 2 melons are delivering 10 wood to a building only requiring 10 wood. The melons also use Jinto’s A* path finding module, using the buildings or resource nodes as path nodes, so they can always find their way about.
The building object is a single sent - any building-specific methods and properties are loaded dynamicly from seperate lua files. This doesn’t much affect you as a player, but for any developers, it’s nice and easy to create or edit buildings.
Towers and cities have a ring around them, the same colour as their owner’s colour (decided upon spawn). Two rings of the same colour will merge together, demonstrated by the screenshots above, and two rings of a different colour will block each other - The Settlers IV style. Ring calculations are performed whenever a ring is created/updated, and only to rings which have potential to change. It is all done in 1 frame and then stored in a table, the performance loss in that frame is low enough to be un-noticeable (even on low spec machines).
Networking and Lag
The AI system is special - rather than the melons being sents, they are what I call “virtual entities”. As far as the player is concerned, all you need to know is that they lag less then normal entities. For those who are lua/source literate, it means the melon entities are clientside models and are simulated using the same data both clientside and serverside. Required data is synced using usermessages. When me and Bekka filled the whole map with towers and had about 32 melons each moving around doing things, the net graph peaked at about 350.
Ambient music helps you get into the mood of playing. There are loads of convars you can use to adjust things, including the distance at which buildings and resource nodes should fade away (to save FPS). More info about convars will be added later.
When will this be released?
When it’s done. Don’t expect it within the next week or so, but progress is coming along nicely. I’d say 1 month tops, unless something changes.
I thought The Maw was making this?
He “deprioritised” the project in favour of Sunrise or something, I’ve been trying to contact him on steam but he appears to be too busy to reply. This script has been written completely from scratch using his code only as a reference for the HUD/gui.
How will it be played?
It’s gonna be hosted on the TYE servers (I’ll post the IP for the lobby later). For those of you who don’t know, TYE host Gmod Tower Defence and it’s a lobby system.
Cool! Can I help?
If you want to help, hop over to our forums at http://www.fortfn.co.uk/forum
What do you need done?
We need maps mostly, everything else is sorted. I am looking for some experienced mathmatician/lua coder to help me with some ring math problems though.[/release]
Original Gamemode - The Maw
Models - The Maw
Sounds - The Maw | Bekka
Materials - The Maw | Bekka
Scripting - thomasfn
Modules - Jinto (A Pathfinding)*
Testing - Bekka[/release]
This gamemode has been written completely from scratch, as The Maw’s version was a little on the messy side. (No offence to him, he did an excellent job making it and it certainly inspired me to carry on his work.)
The building/unit list isn’t final, I may decide to add/remove/change stuff.