XaiJu
DORFteam
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Mobile Bases Preview

So, based on the previous poll, you guys mostly wanted to see NWO mobile bases. Good news is I do have a working preview of that, the bad news is current engine limitations means it will be pretty janky, for the time being.


As you can see, there is some strangeness going on visually, namely odd shadow alignments, and the fact that the hull doesn't bob up and down with the leg movements. To get into greater detail, the engine's current method of rendering shadows is extremely basic - shadows are just a separate series of frames that are overlaid onto the ground. This might work in a more simple 2D RTS, but given the 2.5D nature of DORF - where all assets are 2D sprites, but the game world itself is 3D - this won't really work. I've mentioned it before but we do plan on eventually implementing a total revision of the way light and shadows in the engine work, which will allow for lights to cast shadows onto other objects realistically, despite the 2D graphics, though this is a little ways off. The bobbing effect will be much easier to implement, seeing as the engine already includes a way to do this, however it needs some slight tweaking. Currently the bob effect will affect the entire object, so if it were used here, the legs would dip up and down along with the hull, which isn't useable. 

An additional note is that the legs are rendered separately from the hull. This allows use to reduce the sprite sheet size, since the four legs in the structure above are part of the same sprite sequence. These legs will also be used for all NWO mobile structures, to avoid the massive workload of having to create new animations for every single building, and (once again) to avoid further bloating the game's already large sprite sheet.

Of course, there will also need to be revisions to how the engine handles things in regards to walking structures deploying and creating units when static. To give some gameplay insights, NWO production structures, while mobile, will still need to be constructed via worker units, and will need to deploy to function properly. Think of them like Terran buildings from Starcraft, except they walk instead of fly. Also note that you can't just park these next to the enemy base and start pumping out units, since you will need to establish a supply chain to them to ensure that they actually have the resources to pump out units in the first place.

As you may have guessed, there's not just visual issues, but also some jank with the actual functional mechanics of walking bases. Pathfinding logic will need to be reworked to allow for units that are multiple tiles in size - currently, while infantry are smaller than a single tile (each tile can contain five infantry units, using subcell logic), vehicles can be no bigger than a single tile, in terms of collision size. So these massive walking structures (as well as other large units, such as Heavy Tanks and naval warships) will often clip through eachother and other objects during gameplay, until this new multi-tile unit collision logic is implemented.

There's a few other issues, too:


As you can see, the infantry seems to just slide down the ramp when created. This is due to an oversight that units granted a ZOffset when moving in or out of buildings (in case you want them moving up or down stairs, or in this case, a ramp), which results in them being considered as airborne by the game, and thus no animation is played until they reach the ground level. While not a massively complex issue, this is just one of many problems that will have to be overcome to get these walking bases working.

One more thing to note is not *every* NWO structure will be mobile. Their arsenal will include things such as walls, gates and static defensive structures, as well as a few support structures meant to be built quickly and cheaply.

That's all for this update, but look out for additional updates regarding implementing more NWO base buildings and structures.

- Henske


Comments

Most NWO base buildings will have some kind of defensive weaponry, though this isn't shown in previews since the current engine doesn't really fully support the mobile base concept and will need some modifications to get them working right. All factions will have some buildings that can be upgraded, this will be true for the NWO's walkers as well.

Henske

As someone who loved the "battle carrier/factory" in Homeworld: Deserts of Kharak, I think that it would be awesome to give the production buildings a sub-combat ability almost akin to the multi-turreted Empire resource gatherers. The way I am imagining it is a sort of superheavy (slow) bunker the player can garrison infantry into (or maybe small vehicles in the tank factory). Perhaps the player could also mount additional armor and weapons to enhance the combat prowess of the "battle bunker" at the cost of worsened production capability. It would give a reason for Empire generals to bring their overwhelming firepower or Warband chiefs to flex their mobility advantage. It also allows N.W.O. commanders to form their weaker army forces around a strong focal point they can use to smash through a stalemate. Idk, just a thought.

Benito Sussolini

No, SC:R's lighting is very simplistic, and more comparable to what the OpenRA engine already does (basically it just creates little light flares that illuminate surrounding objects in a simple radius, but there is no dynamic shadowing). The lighting engine we are aiming for is more comparable to Brigador, where light-casting entities actually create realistic directional shadows, and there is both self-shadowing and shadows which are cast onto other objects. So for example, a building's shadow would darken a unit in that falls into its shadow, a headlight from a vehicle actually is cast onto a building, a spotlight causes a unit to cast a shadow in the direction of the spotlight, etc. For a visual demonstration, this part of the video on Brigador's still in-development sequel shows off what I am talking about: https://youtu.be/Ght6sZYWxEI?t=1046 I should add that there is no guarantee that our lighting engine will end up looking quite this good, however, something approximating this lighting engine will fix tons of current visual bugs and just make the game look better in general. Also as an added note, while this method of lighting (using Z depth frames to determine 3-dimensionality for lighting in an otherwise 2D sprite) is complicated compared to conventional dynamic lighting in 3D games, it also has the advantage of basically allowing for virtually unlimited light sources, versus true 3D games where each additional light source can very quickly reduce optimization and performance.

Henske

Looks exciting and unique! Do you know how the realtime lighting in Starcraft 1 remastered works? Is that comparable to the method you will implement in the future?

Pierre Eszes


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