There was recently some discussion about Terrace among some friends on Facebook. In the past I’ve done some versions of that game, the oldest one is probably from 1996 or so and was my first real application done with Qt. Time flies. More recently I made a version with Cocos2D but never released that one either. This time I did it with Unity3D and the result can be seen on this page. It’s nothing special but should more or less work ok. It features one player local play against an AI player that just picks a random valid move as well as a local two player game.
I didn’t really bother too much with the visuals, the point was not to make a beautiful game. The models are basic things hacked up with Cheetah3D. No audio at all. 🙂
During the weekend I also added in a new weapon type to Imperium. This time something that resembles machine guns. The idea is to have smaller machine gun teams as support units for the main regiments. See a short video below where a few infantry units witness the firepower of two fully armed and operational machine gun teams.
I think these too may be a bit too powerful, but they really should be awesome weapons. In this case each MG team has 5 machine guns, I think that for real scenarios the teams ought to be smaller. They do however give scenario designers a nice extra something to make scenarios interesting to play.
The new weapons needed new particle effects. What better time to update to the new Particle Designer 2? The new version worked flawlessly (something which could not be said of the old 1.x version) and now allowed me to add in all particle systems into one project for easy editing and comparison as well as simple exporting. It was 35€ well spent.
The video showcases the first version of the flamethrower weapon. I recently added weapon support to the game and it’s now possible to equip units with different types of weapons with little effort. This opens up for more varied scenarios where some units can have new and improved weapons or some can have old and outdated ones. The setting of the game is really mid 19th century, so technically flamethrowers were not available at that point in time. Fortunately Imperium uses a fictional setting with some nuances of steampunk, which in turn makes these weapons ok. I also added a machine gun which is similar to the early Gatling guns of the 19th century.
Still a bit to do before the new weapons are fully integrated. Mostly audio is missing as well as some particle effects.
I’m however quite happy with how things seem to work right now. A lot has been added this last month with countless of bugs ironed out and a lot of small features added. The Trello board used to keep track of all tasks is starting to look a bit less hopeless. 🙂