Monthly Archives: December 2016

More Troops!

One of the big challenges facing the dev team here at Trapdoor Bear is constantly pushing the boundaries of what a PC can realistically do.  Today I've been focusing on optimizing scripts and physics elements within Unity to allow us to move more units around simultaneously.

During a stress test today, I've managed to insert over 350 very complex, multi-collider, independent units into the game, all moving and responding to a single Troop Movement line.  I surmise we'll be able to even double that number when we begin to add our dynamic LOD and planning phase unit icons into the mix when the camera zooms out.

 

 

How Custom Units Work

Cradle of Humanity allows the player to create the units they want to use in the game. They will start with a basic set of parts, with many more available. As the player progress in the game, they will come against enemies and make allies that have different units and parts. They will be able...

Alpha Unit Screen Shots

Over the past few weeks we've gone through several iterations on our units and how they are being constructed. Our units are build from parts that the player can put together as well as mix and match. That means we have to design the units a certain way, and ensure the code can import all the parts and put them together in the right order. Here are some shots of older units and some we are working on right now.

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This was one of our first demo units, a six wheeled cannon unit. It worked great, but we've since changed how our units are put together. As you can see from the exploded unit at the top of the post, our tracks are now left and right specific. This guy was build on a one piece chassis.
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Another test unit, borrowing style points from the Thunder Tank. It's rendered is a slightly different that the first screen shot, just to play around with the art.

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Two units side by side for comparison. They have different treads and weapons, but the rest is the same. The left unit is the exploded unit at the top of the post. This gives you a good idea of how our units are put together.