It’s a demo of a strategic game I’ve been making in Pygame. It’s very simple for now, but I made it in such a way to be as scalable as possible.
It’s a demo of a strategic game I’ve been making in Pygame. It’s very simple for now, but I made it in such a way to be as scalable as possible.
I built a demo of a strategy game made in Pygame. The hardest part was definitely making the carrier/ship movement so that it looks ship like. I originally wanted this game to contain way more, but due to school and other reasons I can’t finish the entire game by the time Flavortown ends. That is why this ship is only a demo. I will probably continue working on this game after FT ends and school gets a bit more relaxed.
Added game over screen, yellow line that signals which unit is being attacked, buying things from captured islands, main menu screen. Wrote Readme and created both a Windows and Linux executable.
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Added island defenders/enemies, changed a lot of the unit pictures, added helicopters and a new land unit type used for capturing islands, islands can now change owner, units and defenders can now also fight each other, the tab map now has more things in it, camera can now be controlled by arrows. And a lot more…
Images show island capturing and the new unit icons.
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Added map (open using tab), island generation, loading units back into a carrier, changed a few things about the ship movement function, also tweaked the carrier stats, finished landWaypoint and paths now use threading (otherwise the path would either be inaccurate or the calculation would lag the game), camera following of the selected entity (L key), Mapcreator works (makes island locations using an algorithm and spawns the islands), created a basic second unit type (armour).
Picture shows the camera lock on the carrier and a generated island.
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It has been a long long time since I made a devlog. I in fact stopped making this project, and almost completely abandoned it, to focus on making browser extensions, but now I am back. I don’t remember a lot from making some of these features so the update is mostly a description of what I found in the commits from that time period.
So here is the update: added: custom menus for units, keyboard shortcuts for handling waypoints, loading and unloading units from carriers, cursor image, basic island (nowhere near done but the class is there), entire system for handling land units (wast majority of it works, there is only a small issue with waypoints that I am fixing right now), marine commando land units, heavily modified the entire function for moving ships so that now all ships can use the same moving function instead of each ship having its own (if that makes sense), helper functions in ship.py, completely changed ship waypoints, added land waypoints (there has to be two types of waypoints because of the way the game calculates the route), very basic setup of the mapcreator class, small UI changes.
Some of these changes took multiple attempts, for example the moveShip function was an absolute nightmare and it took multiple hours to make the movement look natural for different settings. It is still not perfect, but it’s definitely usable for a while, maybe up until the first completely playable version.
The attachment is an image of the marine commandos being moved around after being deployed from the carrier.
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Added path prediction to a reversing ship (The image will probably make that sentence sensible).
Commit: https://github.com/Daniel908009/Bluewater-Ops/commit/47495f184cb7a024eed5d0096e62edc5320d4845
Created the basic game loop, added some images, created few UI widgets, created a camera class, created the selection of a ship logic, created the carrier and waypoint classes, and did a lot of work on how the route to a waypoint shows up on screen (thats the image) it might not look impressive, but trust me that there is a lot of math behind the ships movement.
Commit: https://github.com/Daniel908009/Bluewater-Ops/commit/6cac6bbc60b19f6b6dad48af0450ebf6241789d8
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