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November 30, 2020, 01:57:53 AM

Author Topic: Knights of Grumthorr  (Read 905 times)

Offline iWasAdam

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Re: Knights of Grumthorr
« Reply #30 on: October 09, 2020, 10:37:18 AM »
now this is good:

Offline blinkok

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Re: Knights of Grumthorr
« Reply #31 on: October 10, 2020, 06:46:03 AM »
Would it be possible for you to post one of your XSI model files?

Offline Matty

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Re: Knights of Grumthorr
« Reply #32 on: October 10, 2020, 01:10:53 PM »
Re xsi models...not really.  Ive decided to forget all about them.  Just the renders I keep on to.

Offline Matty

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Re: Knights of Grumthorr
« Reply #33 on: October 11, 2020, 03:17:17 PM »
My game's gameplay is based more closely around the gameplay of these two games:





In the sense that it is:

1. Mission/scenario based
2. There is no construction of structures in game
3.  Often your starting soldiers are the most you have in a battle

It is about overcoming an enemy force in a defined scenario with a set of soldiers to go with that scenario.


Offline Matty

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Re: Knights of Grumthorr
« Reply #34 on: October 15, 2020, 09:00:28 PM »
The gamejolt page now includes a manual for editing maps and also editing the units.txt file to create/change units in the game.

Also - I've added some new creatures...and some maps.

Fixed a few bugs.

Optimised the code.

Created some code that optimises the game running should it start using too much processor time...at 90% of desired frame time being used it starts to alter a few things, and if it exceeds 110% of desired frame time then it does more...so far on my machine this works well....

Increased unit cap by a factor of 10x. (2000 soldiers can run around on the map instead of a mere 200)

Altered some trigger problems.

Added a bestiary to the front page menu.


Offline Matty

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Re: Knights of Grumthorr
« Reply #35 on: October 21, 2020, 08:08:41 AM »
Greetings.....

I'll leave this here I think....



Link:
https://store.steampowered.com/app/1443190/Knights_of_Grumthorr/?beta=0

 

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