AI War 2 v0.521 Released! “Fuel/Power Rebalance and Custom XML Data”

Release notes here!

The main player-facing changes here are the rebalancing of fuel and power.

Fuel costs have been halved so that your fleet size is not almost always capped by Fuel, but sometimes by Science.

Power costs themselves are unchanged, but spending science on power-consuming units now gives you a galaxy-wide +% boost to power production. So if you have Planet A which naturally produces 1000 power, and Planet B which naturally produces 1500 power, spending 1000 science on turret techs increases Planet A’s power output by 100 and Planet B’s by 150. This allows you to invest in “thicker” defense rather than only in more diverse defense.

More changes are needed in both areas, of course. Please let us know what you think.

On the non-player-facing side, there’s the huge addition of letting modders attach custom data to the xml records that form the meat of the game definitions. So you can add custom external constants, or custom fields to map types or AI types or ship types or whatever. These use a namespace system similar to the External Data you can attach to in-game objects, so that different mods don’t stomp on each other.

Enjoy!
Keith

AI War 2 v0.506-v0.521 Released! “A Whole Mess Of Stuff”

Keith here. Sorry I haven’t been keeping things up to date over here. I’ve mainly been doing release notes on the wiki, the forum, and the other blog, and I was only dimly aware of this one.

So, to summarize the releases in the last 40-ish days, we:

* Completely redid the build and tech menus with fancy icons and sub-icons and keyboard navigation.
* Replaced the text-heavy unit-mouseover-tooltip with a mostly icon-based display, and this glorified “tooltip” has tooltips of its own!
* Spent an unfortunate amount of time handling the platform-bug fallout from updating to a new version of unity (to address a unity developer-side security issue).
* Added an in-game settings menu and moved the settings definitions themselves out to external xml so modders can add their own settings (community member BadgerBadger is already hard at work using that to transform the map-type selection process into something horrifyingly more powerful).
* Made it possible to scale your ui if you want the gui to use a different percentage of your available screen area. Especially useful for large monitors.
* Constructed an “external data” framework that allows modders to attach arbitrary data directly to ships, factions, planets, and the gamestate-as-a-whole, and to correctly persist that data across saving and loading the game.
* Endured absurdity (largely of my own making) for hours and hours convincing the build process to allow us to rename System.XML.dll to System.Xml.dll to un-break the linux build, and finding that the OSX build required a radically different version of UnityEngine.dll.
* Provided some heavy-duty power tools for controlling your fleets, specifically rally commands to automatically forward replacement units to your fleets, active selections to automatically select those reinforcements when they arrive, and moddable formation algorithms to automatically arrange your ships in relation to each other when you give a move order.
* Put in actual models for several existing ship types and finally made squads form up in interesting shapes.

And quite a bit more (updated Badger’s Nanocaust faction, added some new Galaxy Display Modes from the same, fixed a bunch of bugs, etc)

Long way to go, but there’s progress 🙂

AI War 2 v0.505 Released! “Tooltips And Build Menu”

Release notes here!

This is basically completely about the build menu being more usable, and tooltips being more useful and legible.  They still need a background to really be fully legible, but we got a lot of the other things with them.  The unity ui is still… a learning process, sometimes.

This time around, I made a quartet of videos rather than Keith making them:

I wrote: A lengthy look with me at how to set up new GUI prefabs and then use them in code.  This is shown while setting up the build menu to look better/clearer.

I wrote: A quick look with me at how to set up sound effects for buttons.  It’s not a complete tutorial with everything in-depth, but there are tooltips for the bits that might not be clear, and this shows the workflow with greater clarity thanks to not going over every detail.  At least that’s the goal!

I wrote: For Cinth and for modders, this is how you create new formations for ships of various scales to use in the game.  I look forward to seeing a lot more creative and militaristic formations than my simple grids have been. 🙂

I wrote: Notes for Keith on how we’re using this component at the moment, with a variety of pros and cons to it. Referenced urls:
http://digitalnativestudios.com/textmeshpro/docs/sprites/
https://unity3d.com/unity/whats-new/unity-2017.1.0

All that said, as noted in the release notes, I think there’s a way for us to work around the <sprite> tags in general and not use them.  Even when those are working as well as possible, they still regularly show up improperly because we can’t control the exact relative scaling and offset per-font and per-font-settings.

Anyhow — major usability strides in this new build, although as always there’s yet more to do.  Also a number of bugfixes.

Cheers!

Chris

AI War 2 v0.504 Released! “Big Ship Graphics Batch + Test And Revise Pass #3”

Release notes here!

I’m now back from traveling, and so is Keith, so that’s nice to be back to normal on that front.  This new build includes a ton of backlog work that Blue and Cinth have done over the last couple of months that I’m only now getting integrated into the game proper — namely, visuals for 34 classes of ship in the game!  That’s a pretty hefty chunk on top of what was already done, and there’s a lot more in the short-term pipeline on that stuff, too.

Beyond that, Keith has continued his testing-and-revising work, and that’s led to a number of quality of life improvements.  Community member BadgerBadger has also made improvements to his Nanocaust faction, and those have been integrated.

Keith has also done another quartet of videos for this new version:

Keith writes: And now for something moderately different: some playtesting to help identify the main things in the way of the play experience. Ends predictably.

Keith writes: The day Galaxy Map Display Modes were unleashed on an unsuspecting universe:(probably not very unsuspecting, considering that AIWC had such modes, but they weren’t moddable!)

I’m not sure how many of you find 1h45m videos of coding “enjoyable”, but if so: enjoy 🙂 If not, an example of how to mod in a new display mode starts around 59:27.

Aside from Chris: I also just have realized, after working with Keith for literally 7 years now, that I’ve been pronouncing his last name wrong this entire time.  In countless videos and interviews and podcasts and who knows what.

So, let’s review:

  • Keith’s name is spelled LaMothe, but pronounced lah-mont instead of lah-mow-th, which is what I’d been saying.
  • For anyone wondering, it is indeed Ar-ken games and not Arson or Arsen games. 😉

Moving on…

Keith writes: A quick change to mapgen to seed some nearby strategic objectives and make the early-early game decision of “which way do I expand?” more interesting.

At less than 20 minutes, this is a lightweight 😉

I’ve got another one that’s like an hour and 40 going through processing now, though, in case you have an excess of time to burn.

Keith writes: The Build Menu has an encounter with a chipper-shredder: You can see the current state of the menu around 1:30:05, if you’d like to cut to the chase. But there’s a lot about how to work with the UI system leading up to that. Iirc, 100% of the actual changes were in external code and xml, so stuff that’s possible for a modder.

Okay… anyhow, so that’s the news for now! 🙂

Cheers!

Chris

AI War 2 v0.503 Released! “Nanocaust + Test And Revise Pass #2”

Release notes here!

Although, frankly for the details on “The Nanocaust,” you need to click through to the forum link where community member BadgerBadger explains his work.  This is the first player-created special faction, and it’s something we’re building into the game as an option for anyone to use without having to do a special separate download or whatever else.

The other main thing from this build is basically pass #2 of Keith playtesting the game and revising based on his findings.  This is overall a smaller batch of testing and revision work, because Keith was traveling for about a week and I’ve been doing the same.  But overall it’s some solid stuff, and we’re marching onward toward where the game needs to be on a number of fronts.

Keith has also done a pair of videos, lately, and you can expect more in the future:

Keith writes: The modding tutorial on xml/code (tool links, etc) is still pending, but this contains a lot of info on modding itself, as many of the changes I’m making are functionally mods.

Keith writes: The initial bit on the dps formula and the overall balance architecture is interesting if you’d like to know more about that, but the addition of Badger’s Nanocaust faction is much more interesting, the real testing of that starts around 1:18:15 in the video.

Cinth and Blue have also been plugging away on their work, and I’ll be putting out a massive batch of their content changes (new shipn visuals, adjusted ship visuals, etc) early next week. 🙂

Cheers!

Chris

AI War 2 v0.502 Released! “Mostly-Invisible UI Work”

Release notes here!  They are short and overall not that exciting, unfortunately.  That said, if you’re modding the GUI, it’s a pretty titanic shift in terms of what you’ll find in there now.

So what’s up?

Basically over the last months we’ve learned a lot about what functions we do and do not need in our GUI in order to make it fit all the various screen resolutions and configurations, and to be as performant and attractive as possible.  It’s still blocky and untextured right now, so the attractive part isn’t there yet, but with the changes from this week we’re now able to pursue “functional, well-organized, and non-overlapping” with renewed vigor.

There are a few other things in there as well, including some minor changes that make a huge difference in how the balance of AOE units affect things.  There’s a few more of the voice acting audio clips that play now, and a few quality of life improvements with hotkeys.

Anyhow… this is one of those “iceberg” releases where it is actually a lot larger than it looks on the surface. 😉

Cheers!

Chris

AI War 2 v0.501 Released! “Test And Revise Pass #1”

Finally past getting all the non-stretch-goal content in (the units are defined and in the game and basically behave as they should, anyway), so now onto actually making things fun :)

The release notes are here.

The key quality-of-life improvements, in no particular order, are:
– You can now choose to start with the first planet already under your control, and thus skip that first battle that tended to be the same.
– Turrets and similar structures that you build now leave remains that you can rebuild, similar to AIWC. Not having to manually re-place turrets after every significant defense is very nice.
– Tech costs and various other numbers are now rounded to not be weird values like 1199 (instead 1200, in that case).
– BadgerBadger’s “Find Planet” function has been integrated. Thanks Badger!
– BadgetBadger’s improved campaign-based save/load system has been integrated. Thanks Badger! (I keep finding myself saying that) The structure of the campaign data is likely to change to something more robust before 1.0, but this is a definite step in the right direction.

Up next is more of the same troubleshooting: finding the trouble that gets in the way of the game being fun, and shooting it. For now I’m focusing on my own testing as it’s a tighter feedback loop in many ways, but that will be broadening out.

Enjoy!

Keith

AI War 2 v0.500 Released: Major Milestone! Ship batch 7 of 7.

Still not time for “beta” status, or Early Access, just yet.  If you’re waiting for the smooth gameplay experience, there’s still a bit to go — but that’s now squarely the next thing on Keith’s plate (and the GUI is a big part of that, yes).

The release notes are here.

New Ships!

There are two dire guardians in this one (which are two of the most nasty ones), and then there are four big honkin’ Zenith golems.  This includes the Dyson Sphere, the Zenith Trader… and yeah, the Devourer. 🙂  Ho-lee smokes.

Bear in mind that these are the last of the ships until things are playing really well and the interface and whatnot have matured substantially.  Sometime during the Early Access period when things are running well, Keith will work on those interplanetary weapons (a stretch goal), the spire stuff (another stretch goal), the Nemesis (yep: stretch goal), and whatever other minor stuff might be left that I’ve overlooked.  I think basically everything else is in the game now, though.

Milestone!

Anyhow, so this is a very big milestone for us, because that means that Keith’s focus can stop being on content, and can shift instead to refinement, usability, and all that sort of thing.

I’m finally done with all my performance-chasing stuff as of a little while ago, and as of last release the sound system is in place (though not with all sound effects yet, of course), so cumulatively this makes for quite a satisfactory 0.500, I think.

Post-Processing Visual Stack AGAIN!?

I just finished redoing that, right!?  Well, it’s been redone yet again thanks to some issues that are detailed in the release notes.  The overall look is pretty similar to what it was before, except things are a little crisper and better antialiased, and there’s a very slight vignette effect.

The big difference is in the bloom effect, which is generally more subtle now, but also more diffuse and thus a bit more dramatic in how it blends things around.  Previously things were super intense in their bloom in a short range, but now they’re intense in their immediate area, then fade out more gradually.  Gives a more natural look.

Additionally, in order to deal with the flickering glimmering lights that could happen in some cases previously, the game now uses a much longer (about 3/4 of one second) temporal filter on the bloom, which can cause some really pleasing light trails that are purely a screen-space (and thus “free” in terms of performance) effect.

You can see that with:

  • The first shot in this post, which has the camera stationary and then the Ark moving away from it, leaving a bit of a ghosting trail from its engines.  That’s completely a screens-space effect.
  • The second shot in this post, which has the camera panning super fast to the right while the ships are stationary, and so you can see the glows being pulled to the left.  This looks less good, but is also a lot less common of a case and generally happens so fast you can’t see it unless you screenshot it while you’re in motion.  It does give a bit better sense of your own speed of movement, though, I’d say.
  • The third shot in this post (below) shows a stationary camera and both ships and shots that are moving, and how the glow trails help a bit with those.  This is more subtle since the shots themselves are trail renderers in a lot of the cases there.  It’s noticeable in a still shot, but during gameplay I wasn’t sure it was actually even happening.

If the temporal effect feels too strong to some folks, then I can easily make that a slider that folks can adjust in the settings, and we can debate what the best default setting would be if this is not it.  For the moment — and I’m too close to this at the moment to speak with any real confidence on the matter — I like how this is looking, though.

Coming Up!

Over the next half-week or so, Keith and I are going to be pretty quiet/absent, because of some other-life things that we need to take care of, respectively.  But then after that he’ll be working on the user experience and GUI and so forth, and I’m sure a bunch of mantis reports.  I’ll be working on mantis reports and more sound effects work, and getting the first voice acting in place, etc.

Enjoy!

Chris

AI War 2 v0.450 Released: Sound effects at last! Plus video of it all.

New version!  Release notes here.  They are long, and in parts technical if you’re interested in the innards of our new sound mixing system.

If you’d like a quicker look at the results of the sound mixing system, as well as a brief video-based overview of it, then here you go:

I had, naturally, hoped to get ALL of the shot graphics into the game today, and have their sounds linked up to them, and get the existing voice work integrated into the game… and of course that didn’t happen.  I was super tempted to delay the release because I didn’t have every last thing in it, but already there’s so much goodness in here that there was no point in waiting.

One of my favorite things was actually coded by community-member and top-bughunter BadgerBadger: the ability to name your savegames.  We hadn’t had time to get to it yet, so he said “heck, I’ll do it myself.” 🙂  That was a side benefit to open sourcing those parts of our code that I hadn’t really anticipated!

As always, more to come soon.  Enjoy!

Chris