RTS devlog #10: Following paths
In the last devlog I came up with a decent system for finding paths to a destination, producing a series of nodes for units to follow with path...
Member since Oct 2022
In the last devlog I came up with a decent system for finding paths to a destination, producing a series of nodes for units to follow with path...
It's been a few weeks since the last devlog. However I've spent a fair bit of time working on pathfinding and path following - and improving...
It's time to deal with the bane of online multiplayer games: lag. Previously Command & Construct just displayed raw network updates - as soon as a...
I started this part-time RTS game development project back in September. This post is a round-up of the development so far, and also covers some of...
In the previous devlog I focused on getting intense multiplayer combat with 1000 units to use just 50kb/s bandwidth. Now it's time to turn to the CPU...
After the last devlog I had the basic controls for scrolling and zooming a larger level. Mostly for a laugh, I threw in 1000 units and set up a huge...
In the week or so since the last devlog I've mostly been working on mouse and touch input, as you can see from the commit history. The player can now...
Since the last devlog I've been working to get to a minimally playable game. Units now have turrets, they can fire at each other, and get blown up...
You can now play a minimally multiplayer version of the RTS live online at CommandAndConstruct.com! It's an unoptimized export running on a cheap web...
Since the last blog I've added some very basic interactivity. You can click to select units, and click somewhere else to move the selected units...
Since my first blog I've been putting together the overall architecture of the game. You can see some of the initial work in the commit log on...
I'm going to make a game in Construct! This is going to be a bit of an experimental part-time project with the aims of showing how far Construct can...
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