7/5/2023 0 Comments Mindustry modsSet a limited amount of game rules, such as lighting, build speed and waves.Sense any block info without linking to it.Pan and zoom the camera, for cutscenes.Show the player notifications or mission objectives.World processors can currently do the following things I may add more functionality as necessary: These can only be placed or interacted with in the editor, and are for map-makers only. Essentially, they are processors for scripting maps. This is a relatively minor feature I've been developing for use in campaign maps. Logic "World Processors" / "Map Scripting" In my testing, even the current bare-bones RTS control system is worlds better than anything the game had previously. All I will say is that, at the moment, I am trying to keep things as simple as possible. I will not be answering these questions, as I don't have a good answer to most of them - and even if I did, my answers could change over the course of development. How does the player switch between building with their unit, and commanding?.Does this mean that fog of war will be introduced as well?.How will build assistance work without formations?.Will builder/repair/miner units be controllable as well, and if so, how?. ![]() Will units have sub-commands ("fire at will", "patrol"), like some other RTS games do?.Now, I know that this raises numerous questions, such as: I've been hinting at adding them for a while, but after experimenting with the mechanics, I am confident that RTS controls are the best way forward. A new RTS-like unit control system has been introduced.EDIT: Based on feedback, I will definitely be keeping it on Serpulo. No logic blocks are available on Erekir.Formations have been removed completely.Players should not need to know how to program to play this game properly. Even beyond the complexity, logic unit control is incredibly clunky, un-intuitive, and subject to limitations (like lack of proper pathfinding). Commanding units with logic either requires copy-pasting schematics you don't understand, or spending hours learning a bespoke programming language with very sparse documentation. While technically the most powerful unit control method, it is orders of magnitude more complex than anything else in the game. While they are effective to some degree in performing basic tasks like grouping together units, they are very imprecise (global control), tedious to manage (require building a block), and painfully limited (are unable to order units to attack specific targets). Command Centers: Unwieldy, complicated, lacking precision.Formations are also lost on commander death, subject to numerous unit type limitations, and feel extremely laggy even on low-ping servers. Not only do units constantly get stuck on terrain when in formation, but they can frequently bump into the main unit. Formations: An unfinished, unwieldy and broken system.Furthermore, once the unit ceases to be controlled, it resumes its normal AI, making this method useless for moving groups of units anywhere. Manual control: This is the obvious and most common way of controlling units while effective, it only allows for controlling exactly one unit.As of the latest available version, there are four ways of controlling units, all of them with significant flaws: Please be patient.Īs many of you may know, unit control in Mindustry is terrible. With all of these factors combined, this update will take much longer than normal to complete. Keep reading for more information on these topics. In addition, I am making significant changes to many various mechanics (again) - the campaign, unit control, and logic, for instance. To give you an idea of the content volume, there are currently 70+ new build-able blocks that have been added when compared to the last pre-alpha, with more than 130 new blocks added total - and I'm still far from done. When it is complete, it will be the biggest single content update in Mindustry history. ![]() This is a little bit like making the entire game over again. Aside from certain items, everything is different - there is no re-used content from Serpulo, not even walls or conveyors. In v7, this is no longer the case - I am adding an completely new planet - Erekir - with its own unique set of blocks, environment tiles, units, turrets, transportation, etc. Everything I've made has been designed to fit in with existing blocks on the Serpulo planet campaign. Up until this point, all (pre-classic) Mindustry updates have been incremental additions or changes to existing content.
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