ID:88905
 
Keywords: ai, design, interface, rts, ui
- Redesigned the map saving system. In short, I was using base obj's to signify starting points. If people saved maps with these old base obj's and I changed the behavior of base obj's in the future, this could potentially break all saved maps. Uhg.

- Got my first automation run of AI going. Now 4 AI players play round after round while I log results. I'll use this to test out bot configurations.

- Hooked up the Base upgrades and added an "Efficiency" attribute which falls under the bases "Labor Union" mode.

- Added "Accuracy" to turrets and units. When the base is in "Command Center" mode, it increases accuracy for units nearby.

Not a lot to show as far as visual updates go. This shows that I added the upgrade hud to the base. It also shows some additional attributes in our info pane.



Visually, not a lot is going to change until I get all the HUD stuff squared away. I did come up with my final layout for the HUDS when there isn't enough to fill all 4 or 8 leafs.

What's Next?
Continue adding HUDS for other buildings.

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