The history of Tiny Combat.
seen from Germany

seen from Vietnam
seen from Germany
seen from China

seen from Vietnam
seen from Philippines
seen from United Kingdom
seen from United States
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seen from United States

seen from Italy
seen from United States
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seen from United States
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seen from Germany

seen from United States
The history of Tiny Combat.
I accidentally made a really cool low poly terrain today while messing with terrains in Unity. In a lot of ways, this is what I was trying to achieve with Tiny Combat Redux’s maps. For Redux I had a library of meshes that I would put together, but I had no way to make “natural” landscapes and things like canyons.
What happened here is a heightmap generated by World Machine, then imported into Blender with some modifiers applied. The secret sauce is a shader that automatically colors based on the slope of the terrain. I could add more to it if I wanted to, for example at a certain height it starts showing snow, but just a slope modifier makes a huge difference.
Tiny Combat Redux demo has been released!
Tiny Combat Redux is an almost complete rebuild from the ground up of Tiny Combat. The original game started as one thing, but as I built it out, it became something completely different. Redux is the game that Tiny Combat, but built with that purpose, and those game mechanics, in mind.
This very, very early demo includes 4 planes and a small arena to dogfight enemies of different difficulty levels.
Check it out on Itch.io
Visually, I tweaked the effects a bit and added a slight flicker. Though, I’m not sure if I like the flicker or not. I remember when CRTs used to flicker under some lighting conditions and I hated it.
Meanwhile, the button is interactive and when you press it, it inverts its colors. The mouse also fills in shape when it hovers over something interactive
Not much to show for this week in terms of progress due to real life happenings. I did fix a couple crash bugs though that were exposed by putting a bunch of units together in one place and having them shoot each other. Also figured out the problem with the sound cutting in and out so much (I just raised the unique voices limit) but it has me wanting to rethink my entire soundscape.
Tank turrets are back in, along with their ballistics calculations. The beginning of the video also does a good job of showing what the visibility system does with real values.
Improvements to the situational awareness markers and system. Markers now show distance and a name if the unit has one. The colors have been tweaked and they now show which faction the plane belongs to instead of just being hardcoded to red. When they go off screen, they and move along the side of the screen along your periphery. The moving icons along the edge of the screen need to be improved though because they don't move in an intuitive way.
More experimentation on UI stuff. I'm kinda going for an old military graphics display thing and have been referencing old military displays. I dunno if it's working or not. I think it looks kinda neat, but it also looked better in my head.