Screenshot of some Horse and Musket Action

Community Forums/Showcase/Screenshot of some Horse and Musket Action

Matty(Posted 2004) [#1]


This is using my generic battle system which I have been working on for some time now (since about February). It is 2 player turn based over network and I am developing the AI so that single player is a little more fun to play.


mearrin69(Posted 2004) [#2]
Sweet. Love the carnage in the last snap. Who will play that last guy standing when they make the movie? Arnie S., Bruce Willis? lol


slenkar(Posted 2004) [#3]
looks good how did you get all those entities on screen at once


Steve C ™(Posted 2004) [#4]
Looks really cool. I'm currently writing a 2D turn based war game so I know what problems you face with the AI! :)


Matty(Posted 2004) [#5]
Slenkar - those entities are actually a set of single surface quads. I use 1 surface per troop type. Quads are used for the infantry and cavalry, and models for the artillery. Quads are also used for the wheat fields, trees and smoke. The terrain is a mesh terrain not a blitz terrain, the buildings are basic models made in Milkshape.

I guess still pictures can be a little deceptive when you are using sprites as opposed to 3d models for units.

On my 500 Mhz PC I can have around 1500-2000 soldiers running around at once.


jfk EO-11110(Posted 2004) [#6]
cool! I love this quad based epic stuff.


Jager(Posted 2004) [#7]
Excellent.

Are the those cannons meshes or sprites?


Matty(Posted 2004) [#8]
The Cannons are currently placeholder meshes. I haven't decided whether to use meshes or sprites for the cannons yet. Most likely will use a mesh, probably make one tonight.


Bob3d(Posted 2004) [#9]
can't you make them sprite depending to distance to camera, and models once near enough? (I am only an artist.. ;) )


Matty(Posted 2004) [#10]
To Bob3d:That would mean changing the code fairly heavily, which is not something I want to do at this stage and also the game is designed to run on machines with a minimum spec of what I am using (500 Mhz PC) and I have found that it cannot easily handle the number of models I would need to use if I were to use meshes as well as sprites for each soldier.


Bob3d(Posted 2004) [#11]
perfect, then.


slenkar(Posted 2004) [#12]
looks good,


GNS(Posted 2004) [#13]
Great stuff Matty. I've been playing around with the GBS code lately (mainly watching the AI go at each other on various maps) and I have to say it's a nice system. It's definitely given me some tips on how to code data-driven games.


Matty(Posted 2004) [#14]
GNS - I have just uploaded the most current version of both my code and data/media, it may be found at:

http://home.swiftdsl.com.au/~gezeder/lloyd/GBS_Update.zip

This has a data driven AI as well as a few other features added in such as the ability to use MD2 models now as well as B3D and sprites for units. To run it in the IDE you will need to comment out one of the first few lines in module game() (only about 5-10 lines in there anyway), it refers to the application directory.

Glad to hear you enjoy using it.


GNS(Posted 2004) [#15]
Wow, nice to see the Napoleonic stuff in action. Seeing the cavalry storm over a hill is just plain cool.