Summer Milestone Update
It's Crusader 2 milestone day here at Firefly and our Lead Programmer (bless his heart) thought players would appreciate an update on game development thus far. The team has been hard at work on various cool features for E3 and Gamescom, achieving a huge list of tasks, including work on unit abilities, building sizes and placement, events and more:
Complete
• Tile-based system for placing buildings
• Whirling Dervish
• Horse Archer
• Arabian Archer
• Arabian Swordsman
• Sassanid Knight
• Slaves
• Slave Driver
• Hussite War Wagon
• War Wolf
• Outposts
• Locust Swarm
• New religious buildings (Church/Mosque)
• New walls and towers for Arabic Lords
• Lions and Lion Dens
• Camel herds
• Reworked fire system
• Reworked Hovel and Farm sizes
• Mercenary Post build panel
• Knights, Stables and horse system for summoning and riding a steed
• Added several in-game systems to help debug unit animation behavior
• Movement code rewritten for more intelligent formations and better troop handling
• Implemented Archer volley fire
• Implemented arrows bouncing off objects including walls
• Implemented health bar icons and secondary bars for horses
• Refactored projectile collision detection for better efficiency
• Implemented a wall punch-through algorithm for siege equipment to use
Nearing Completion
• Assassin
• Tornado
• Projectiles
• Unit Orders controls for stances, formations and unit abilities
• Multiplayer rewrite
• More stable, less latency, less sync issues and supports 8 players
Work-In-Progress
• Multiplayer
• Multiplayer Co-op
• AI
• Skirmish Trail maps
• Campaign maps
A few of these tasks required a considerable amount of work, such as updating our existing systems to make efficient use of the new tile-based building system and moving over our buildings to the new format. In some cases this even required re-modeling buildings to fit their new tile dimensions, though we felt that in the long term this would be more than worth it!
http://www.strongholdcrusader2.com/?cat=1
It's Crusader 2 milestone day here at Firefly and our Lead Programmer (bless his heart) thought players would appreciate an update on game development thus far. The team has been hard at work on various cool features for E3 and Gamescom, achieving a huge list of tasks, including work on unit abilities, building sizes and placement, events and more:
Complete
• Tile-based system for placing buildings
• Whirling Dervish
• Horse Archer
• Arabian Archer
• Arabian Swordsman
• Sassanid Knight
• Slaves
• Slave Driver
• Hussite War Wagon
• War Wolf
• Outposts
• Locust Swarm
• New religious buildings (Church/Mosque)
• New walls and towers for Arabic Lords
• Lions and Lion Dens
• Camel herds
• Reworked fire system
• Reworked Hovel and Farm sizes
• Mercenary Post build panel
• Knights, Stables and horse system for summoning and riding a steed
• Added several in-game systems to help debug unit animation behavior
• Movement code rewritten for more intelligent formations and better troop handling
• Implemented Archer volley fire
• Implemented arrows bouncing off objects including walls
• Implemented health bar icons and secondary bars for horses
• Refactored projectile collision detection for better efficiency
• Implemented a wall punch-through algorithm for siege equipment to use
Nearing Completion
• Assassin
• Tornado
• Projectiles
• Unit Orders controls for stances, formations and unit abilities
• Multiplayer rewrite
• More stable, less latency, less sync issues and supports 8 players
Work-In-Progress
• Multiplayer
• Multiplayer Co-op
• AI
• Skirmish Trail maps
• Campaign maps
A few of these tasks required a considerable amount of work, such as updating our existing systems to make efficient use of the new tile-based building system and moving over our buildings to the new format. In some cases this even required re-modeling buildings to fit their new tile dimensions, though we felt that in the long term this would be more than worth it!