I have worked on making things a bit more prettier. Previously there has been mostly only placeholder effects but now I began planning on what the visual effects and such should look like. I learned to use GIMP to make my own textures, Blender to make some basic meshes and started using Amplify Shader EditorContinue reading “Updated combat visuals and music”
Previously the fleets have travelled from star system to star system in one turn. This was simpler to do and was meant to be only temporary. So I now improved the system so that the fleets can spend multiple turns travelling from star system to star system. Seems like a small change in the videoContinue reading “Multi turn travel”
As the game can now technically be played from start to finish, let’s do that. Of course there are a lot of features missing but let’s not mind that. I’m quite happy to be at this point now. I started about a year ago and one goal has been to get the game into thisContinue reading “First “playthrough””
Finally I can show some results of the work I have done in the last weeks with the enemy AI in the star map view. The AI now positions its fleets to defend against enemies and launches attacks in suitable situations. There also is an automatic combat resolver which approximates the result of a combatContinue reading “Warmongering AI civilizations”
I decided to explain a bit how the food and growth system on the planets work. This includes the food transporting system which was done already many months ago but I haven’t explained it yet. Also in the end of the video you can see how the AI expands in the map. It tries toContinue reading “Food, growth and expanding AI”
I finally started working with the strategy map AI. I want the AI to be smart so it can match the human player on harder difficulty levels. So I think it is important that the AI can for example use the surroundings to its advantage. So I made an algorithm which detects these choke pointsContinue reading “Strategy AI and choke points”
As the combat side is ready enough to play out simple battles against the AI, I moved on to the strategy scene. One big thing to do here is the strategy AI. It can already expand quite nicely but it assumes there is no one else in the game. While I was planning how toContinue reading “Message log”
Ephemeris got featured on perafilozof’s youtube channel, on a list of upcoming games. It is a very nice and well done summary of what the game is about, so check it out! The man behind the channel, Peter, seems to be very experienced with strategy games, so I’m hoping that in the future we willContinue reading “Featured by a YouTube channel”
It took some time to design the combat AI so that it can do something else than just to attack enemy ships one by one. Now it, well… attacks enemy ship clusters one by one. While that is already better than the last AI, the more important thing is that now the AI system canContinue reading “Start of better combat AI”
More nice looking technical stuff. Here you can see the movement of different clusters and how they are assigned together every step. This is how the AI will keep track of how the enemy moves and if the clusters split up or merge. Currently this does not depend on how the player has set theContinue reading “Cluster tracking”
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