What changed
1 fix1 addition4 changes0 removals
- UI and audio
- Balance
- Maps
- Gameplay
changedFor the past week and a half, I was working on implementing the UI in Mud and Blood Steam. This was a fairly substantial step since many intricacies had to be manually woven into the engine in order for the player to retain his squad, ribbons, experience and progress.
changedWhen doing a mission you have 2 tries per day. In the morning and in the afternoon. If you succeed on your first try, -in the morning- you get a small chance to push the advance ahead of schedule. Being ahead of schedule is nice because it gives you a buffer for later and harder missions. The more ahead of schedule you are already the harder it is to push ahead, however. Also, finishing a campaign on schedule or ahead of schedule gives you a nice ribbon. Finishing a campaign behind schedule gives you nothing :/ and will potentially affect the rest of your war effort (ie: Failing to secure Brest in time will hurt your supply line).
changedIf you don't succeed on your first try, either because you retreat your men behind the starting line or if your squad is eliminated, then you can try again on the afternoon of that day. Dead soldiers will be replaced and you can retry the same map again. If you succeed on your second try the advance progresses normally.
addedIf you fail your second try, your day is lost and you now fall behind by one day. It is not a big deal if you were already ahead of schedule but if you were behind or just on schedule this is where you start to fall behind. Regardless, the next day is a new day and you and your squad will be on the starting line of that patrol ready to tackle that map again.
fixedCoded the basic ui and basic game loop!!!!! (kind of a big deal) - Fixed the AI flamer burning dead men to atoms for no reasons - Added life bars to soldier icons - Flamethrowers that fires out of concealment become visible now - Coded award system for your troops - Added stats system for your troops
changedWell, the Ai is started and working now it is time to buff it out, make it more expletive since it is very basic still. Notably the player side of things where ribbons and promotions will be affected and properly displayed. I also want to work on a series of options for the player to customize his/her gameplay.
Mud and Blood changes
changedFor the past week and a half, I was working on implementing the UI in Mud and Blood Steam. This was a fairly substantial step since many intricacies had to be manually woven into the engine in order for the player to retain his squad, ribbons, experience and progress.
changedWhen doing a mission you have 2 tries per day. In the morning and in the afternoon. If you succeed on your first try, -in the morning- you get a small chance to push the advance ahead of schedule. Being ahead of schedule is nice because it gives you a buffer for later and harder missions. The more ahead of schedule you are already the harder it is to push ahead, however. Also, finishing a campaign on schedule or ahead of schedule gives you a nice ribbon. Finishing a campaign behind schedule gives you nothing :/ and will potentially affect the rest of your war effort (ie: Failing to secure Brest in time will hurt your supply line).
changedIf you don't succeed on your first try, either because you retreat your men behind the starting line or if your squad is eliminated, then you can try again on the afternoon of that day. Dead soldiers will be replaced and you can retry the same map again. If you succeed on your second try the advance progresses normally.
addedIf you fail your second try, your day is lost and you now fall behind by one day. It is not a big deal if you were already ahead of schedule but if you were behind or just on schedule this is where you start to fall behind. Regardless, the next day is a new day and you and your squad will be on the starting line of that patrol ready to tackle that map again.
fixedCoded the basic ui and basic game loop!!!!! (kind of a big deal) - Fixed the AI flamer burning dead men to atoms for no reasons - Added life bars to soldier icons - Flamethrowers that fires out of concealment become visible now - Coded award system for your troops - Added stats system for your troops
Good day folks, urb here.
For the past week and a half, I was working on implementing the UI in Mud and Blood Steam. This was a fairly substantial step since many intricacies had to be manually woven into the engine in order for the player to retain his squad, ribbons, experience and progress.
The career mechanics will work as such:
When doing a mission you have 2 tries per day. In the morning and in the afternoon. If you succeed on your first try, -in the morning- you get a small chance to push the advance ahead of schedule. Being ahead of schedule is nice because it gives you a buffer for later and harder missions. The more ahead of schedule you are already the harder it is to push ahead, however. Also, finishing a campaign on schedule or ahead of schedule gives you a nice ribbon. Finishing a campaign behind schedule gives you nothing :/ and will potentially affect the rest of your war effort (ie: Failing to secure Brest in time will hurt your supply line).
If you don't succeed on your first try, either because you retreat your men behind the starting line or if your squad is eliminated, then you can try again on the afternoon of that day. Dead soldiers will be replaced and you can retry the same map again. If you succeed on your second try the advance progresses normally.
If you fail your second try, your day is lost and you now fall behind by one day. It is not a big deal if you were already ahead of schedule but if you were behind or just on schedule this is where you start to fall behind. Regardless, the next day is a new day and you and your squad will be on the starting line of that patrol ready to tackle that map again.
0.1.0 changelog:
- Coded the basic ui and basic game loop!!!!! (kind of a big deal) - Fixed the AI flamer burning dead men to atoms for no reasons - Added life bars to soldier icons - Flamethrowers that fires out of concealment become visible now - Coded award system for your troops - Added stats system for your troops
Well, the Ai is started and working now it is time to buff it out, make it more expletive since it is very basic still. Notably the player side of things where ribbons and promotions will be affected and properly displayed. I also want to work on a series of options for the player to customize his/her gameplay.
until then, I hope everyone is staying safe and happy.
respectfully,
urb