Airship Dragoon Rogue Update

Progress! There has been progress! …
.. or alternatively I’ve gone mad and am halucinating it …
… which could be possible, there was a reason that I’d never done a gamejam thingymajig before and that was for the exact reasons I’ve encountered.

Too much to do in too little time and everything going wrong … so … just like normal indie dev then! 😉

First up I created a new control system … and it promptly died on me. This put me way back on my schedule – and that’s without annoying IRL to also contend with. Creating an isometric camera system with zoom in/out went easier though, as did knocking up 3 classes of player for stealth, fighter and tank.

Having just pushed the v1.4 release of Airship Dragoon out of the door, I hadn’t had any prep time for #7DRL and #proceduralDeathJam so it was very much going in from scratch. Procedurally generating a world/labryinth turned out to be a right old pain le derrière. This was mostly due to getting orphaned sections. Eventually it all came good.

Then there was a few minor problems with my models. Performance was terrible so I LODed it right back … maybe I just should have LODed it at the start … and then it’s not like they’ll all be visible anyhow but hey …

After a bit of tweaking and realigning pathways I had a 3D representation of the procedurally generated 2D map. It had taken the whole day when I was hoping for MUCH less, but at least it’s now done.

If you really squint you can see the tiny player front and centre.

So, next up … I might go back and spend more time trying to fix or just recode the isometric control system … or I might just wade on with objects, items and Ai, next. Unfortunately I’m busy tomorrow so aren’t expecting to get much done.

Time for a nice cuppa tea and some chocolate biscuits.

Author: Steve_Yorkshire

Creator of "Airship Dragoon", turn-based X-Com style tactics with procedurally generated campaign worlds.

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