Smooth and responsive unit movement is one of the pillars of a great RTS experience. And although Liquidation provided decent movement systems, they were far from perfect.
In this update1
Full notes
Full Liquidation update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes0 additions5 changes2 removals
Gameplay
Performance
changedSmooth and responsive unit movement is one of the pillars of a great RTS experience. And although Liquidation provided decent movement systems, they were far from perfect. There were still instances where units could get stuck or choose less than optimal routes. Large Behemoths trying to squeeze into the narrowest gaps :) And it wasn't good enough.
changedSo, I decided to take another deep look into movement systems!
removedWhat did I improve?Far smoother movement - units no longer snag or jitter (or far less)
changedWhat did I improve?Significantly improved collision avoidance - units avoid obstacles / enemies with better precision
removedWhat did I improve?Better wall avoidance - units will no longer walk into forests ;)
changedWhat did I improve?Improved pathing for large units - large units no longer try to walk areas where they don't fit
Liquidation changes
changedSmooth and responsive unit movement is one of the pillars of a great RTS experience. And although Liquidation provided decent movement systems, they were far from perfect. There were still instances where units could get stuck or choose less than optimal routes. Large Behemoths trying to squeeze into the narrowest gaps :) And it wasn't good enough.
changedSo, I decided to take another deep look into movement systems!
removedFar smoother movement - units no longer snag or jitter (or far less)
changedSignificantly improved collision avoidance - units avoid obstacles / enemies with better precision
removedBetter wall avoidance - units will no longer walk into forests ;)
Smooth and responsive unit movement is one of the pillars of a great RTS experience. And although Liquidation provided decent movement systems, they were far from perfect. There were still instances where units could get stuck or choose less than optimal routes. Large Behemoths trying to squeeze into the narrowest gaps :) And it wasn't good enough.
So, I decided to take another deep look into movement systems!
What did I improve?
Far smoother movement - units no longer snag or jitter (or far less)
Significantly improved collision avoidance - units avoid obstacles / enemies with better precision
Better wall avoidance - units will no longer walk into forests ;)
Improved pathing for large units - large units no longer try to walk areas where they don't fit
Better performance
This overhaul doesn’t just feel better, it plays better and performs better.
And you can try that for yourself by checking out our demo!