Hey there!
This week I've been making improvements to the pathfinding and local avoidance tech.
As always, I've been messing with audio on Sunday.
I'm still trying to find a vibe that best fits Assembly RTS, throwing around different ideas.
Messing around in Bitwig:
After upgrading to the latest version of Unity 6 I encountered some rendering issues.
Thankfully I found the underlying cause after about an hour or so and was able to fix it quite quickly.
Encountering some shader and lighting issues:
So far, pathfinding obstacles were generated by placing down special cubes to block off certain areas from the level editor. This is no longer required.
From now on objects automatically contribute to the pathfinding grid.
Placing down some cliffs in the runtime level editor:
The resulting grid in action:
While I was improving the pathfinding code I encountered some errors with very unhelpful error messages. This is because I'm currently using my own Rust DLL library to do some of the heavy lifting.
When a Rust library encounters a fatal error there is no safety net to fall back on in the Unity game engine, but it's still a great option for writing high-performance code.
I'm still not sure how much of the pathfinding code I'll end up writing in Rust and how much I will write in HPC# (Unity's high performance C# variant). For now, I'm mostly sticking to slow C# code to keep things simple.
That's it for this devlog. I hope you have a great weekend.
Check out Assembly RTS on Steam!
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is this project at all inspired by earth 2150?
I never played Earth 2150 but I can see some similarities.
My main source of inspiration is Command and Conquer Tiberium Wars 3.
Interesting project :)
good luck, looks nice Im only affraid of you considering to remove the infantry :_(
Update:
Infantry is now officially a part of the game 👍
Thank you! For now, I estimate that infantry would be too slow compared to all the other units available and also more challenging to implement. However, it's early days so a lot can still change 🙂
nice, may wish to reach out to some of the artest on the thingverse and ask if you can use there mech files . will save you time and allow you to add some more units easly. just a thought
Thanks for your suggestion! I don't plan to add many mechs to Assembly RTS so I don't think that will be necessary.
It's also important that everything keeps a coherent art style.
Most units will be hovercraft. These are far less work to create.
Thanks for your support. If you have any other suggestions please let me know.
Hello, nice project, do you have a discord ?
Update: There is a discord server now
Discord.gg
Hey, glad you find Assembly RTS interesting! At this time, I don't have a Discord server set up for the game. However, I also post updates on my YouTube channel and Twitter account if you'd like to stay updated on the game's progress. Thanks for your support!
youtube.com/@seannowotny
twitter.com/SeanNowotny