Welcome to our twentieth Development Status update.
Let’s get straight to business.
This week we present you another tool for extraction missions which is GPR (Ground-penetrating radar). It is using electromagnetic radiation and allows to detect the reflect signals from subsurface structures. In other words it helps to find in this case tanks below our feets.
We’ve finished the logic for element and tank shops. How does the algorithm works (for now):
- Each X minutes the game tries to generate new elements or tanks for the store
- The generation is based on random value, if the value is bigger than Y probability, an element or tank gets generated
- Once generated, the element or tank, gets saved, so when player loads up the game, the generated elements will be there
- Each element or tank has an Availability timer property. When the element or tank is in the store, the Availability timer gets decreased each second. When it reaches zero, the object gets disposed. This should keep the memory clean 🙂
- All elements or tanks get a random condition, from 15% to 85%. Their shop cost value gets calculated with this formula: condition * element base value (or all tank elements base values)
We’re postponing the inventory and tools shop for april, as we want to finish a working demo by the end of March. That requires implementing the logic for tank extraction missions.
P.S.: In case You’ve missed it, here’s Przemek’s post about his Terrain Deformation System:
Terrain Deformation System – Development Blog #1
For next month, we want to finish the game’s economy, implement tank extraction mode and produce a working demo of the game.
Have a good weekend and see you next week!