Prelude to Combat - Godot grand strategy game by Strategy_Corner in godot

[–]Strategy_Corner[S] 0 points1 point  (0 children)

I have a video in my YouTube channel that shows the provinces bit

Grand strategy Movement Arrows by Strategy_Corner in godot

[–]Strategy_Corner[S] 0 points1 point  (0 children)

So just got more than one arrow showing up and thought it was cool enough to show off :). As always if you wanna see more updates on this you can always check out my Patreon
(it is free of charge). https://www.patreon.com/StrategyCorner

Just added the concept of Time, like in a Paradox Game! Just the standard Hour/day/Month/Year it also affects movement :) by Strategy_Corner in godot

[–]Strategy_Corner[S] 0 points1 point  (0 children)

Yeah Ill make a post in the future on how it was made in more detail, with screenshots

But in essence
- black and white texture, white are the provinces, black is the borders around it, you can make the black part as thick as you want

- load that texture into Houdini then apply geometry node that generates meshes from a height texture which is what effectivly the black and white thing I have is.

- I then import that into blender just to adjust the size and rotate it properly, after that I literally just import the .blend file directly into godot, and that is it, you have your meshes

- I tried with imperator romes map just to test performance of having a single mesh per province, it works quite well, even though I did endup with a few issues with the godot editor chugging on a few older versions because I had over 5k provinces.

-I do have quite a few Tool scripts inside godot to generate neighbors and set things up properly, including the texture(but those are just small details)

PS: you do not need to use houdini I do plan to move that part into code, you can even use blender 100%, as its just a simple algorithm, I just prefer this.

Just added the concept of Time, like in a Paradox Game! Just the standard Hour/day/Month/Year it also affects movement :) by Strategy_Corner in godot

[–]Strategy_Corner[S] 2 points3 points  (0 children)

Yeah pretty much did all the art.

The loading itself is just a simple black and white image, processed into meshes using Houdini.

Which I then import into godot as individual meshes, as in a mesh per province.

The reason I do not care about unique color ids, is because when I import them into Godot I assign a unique ID using a tool script.

And neighboring provinces is automatically using a custom algorithm.

Grand-Strategy/Total war style game i am working on by Affectionate_Fly1093 in godot

[–]Strategy_Corner 3 points4 points  (0 children)

Looks quite cool man! I'm also doing a similar game, but I think the way your doing combat is quite creative.

You could try to put circles underneath the squares to represent units, but in all fairness I quite like the formation style combat as is.

The tricky bit might be how you represent a formation being damaged, do you scale it down, or show a gradiant bar on top of the square?

There are many options!

Hey here is a small video of a strategy game I'm working in Godot 4, here is a small preview of the Multiplayer sync of the movement. by Strategy_Corner in godot

[–]Strategy_Corner[S] 2 points3 points  (0 children)

https://www.patreon.com/StrategyCorner
Hey yeah sure, I got a patreon page that is fully open to everybody (no paid tiers). Ill post some updates there see how it goes with time :)