The Campaign Part 10

Web log of development issues.

The Campaign Part 10

Postby adamsderk » Thu Jan 31, 2008 8:39 pm


The last two interfaces for the campaign are in the game; the interface to move funds and the interface to purchase new units.

Now, I have to fill in some of the shortcuts I made. For instance, when I created the detail view for individual crit repair, I only did it for the Mechs. Now I have to expand it to cover the vehicles, turrets, battle armor, and infantry as well.

I just finished the damage code when the logistics cost isn't paid for a unit, so that is out of the way.

So, the next big code is to allow the AI to perform the logistics, salvage, repair, reinforce, and fund transfer functions.

And that will be followed with the code that will check the status of a unit as it is loaded into a mission and cause the effects of any pre-existing damage. Up till now, I've only had pristine units entering the battlefield; the campaign changes all that.

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