BA2 Development Wiki

Forum for discussion of the next iteration of the BA engine. This time with a all new open development approach!

Moderators: Slitherine Core, BA Moderators

Post Reply
pipfromslitherine
Site Admin
Site Admin
Posts: 9886
Joined: Wed Mar 23, 2005 10:35 pm

BA2 Development Wiki

Post by pipfromslitherine »

We have made our internal dev wiki viewable for the community. So if you want to see some more of our thinking, and a little of how the sausage is made ;), then come take a look! It details most of the new features we add as we add them.

https://sites.google.com/site/battleacademy2/

Enjoy!

Cheers

Pip
follow me on Twitter here
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: BA2 Development Wiki

Post by Amaris »

Very interesting! I can't wait! :mrgreen:
“Take care, my friend; watch your six, and do one more roll… just for me.”
rf900
Staff Sergeant - Kavallerie
Staff Sergeant - Kavallerie
Posts: 339
Joined: Fri May 04, 2012 6:59 am

Re: BA2 Development Wiki

Post by rf900 »

Wow, thanks for all the details, it all seems a very nice improvement over BA.

Love the idea of the custom campaign UI, the coop campaign, force selection and in general everything towards moddability.

For the force selection in map (I guess it will be optional so you not always know the position of selected troops). It will bring up the game map with some FoW maybe, place the fixed units in the map and for the variable units put an icon on top of them (maybe even with the cost directly). So you can click on them to activate or deactivate them based on the available points.

Also an off the limits request, could you implement a UI and animation mechanic to support units that hover over a tile. I am thinking about helicopters but could be used with planes also on an abstract level.
pipfromslitherine
Site Admin
Site Admin
Posts: 9886
Joined: Wed Mar 23, 2005 10:35 pm

Re: BA2 Development Wiki

Post by pipfromslitherine »

rf900 wrote:Wow, thanks for all the details, it all seems a very nice improvement over BA.

Love the idea of the custom campaign UI, the coop campaign, force selection and in general everything towards moddability.

For the force selection in map (I guess it will be optional so you not always know the position of selected troops). It will bring up the game map with some FoW maybe, place the fixed units in the map and for the variable units put an icon on top of them (maybe even with the cost directly). So you can click on them to activate or deactivate them based on the available points.

Also an off the limits request, could you implement a UI and animation mechanic to support units that hover over a tile. I am thinking about helicopters but could be used with planes also on an abstract level.
What do you imagine additionally you would need for helicopters? Or do you mean having both a hovering helicopter AND another unit on a single tile? That would be very tricky indeed.

Cheers

Pip
follow me on Twitter here
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: BA2 Development Wiki

Post by Amaris »

One additional request: can we have a script function which return the type of the terrain defined on the TERRAIN.TXT file? Like the actual IsTileWater(x, y) but for all type of terrain.
“Take care, my friend; watch your six, and do one more roll… just for me.”
Post Reply

Return to “Battle Academy 2 – Eastern Front”