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7dRTS continued

Posted by (twitter: @iforce2d)
Thursday, October 10th, 2013 11:07 am

I really enjoyed working on my 7dRTS entry in July, and I kept updating it for another 5 weeks or so after that. It has become a supply-lines oriented strategy in which you need to balance the advance of your combat units with the advance of their supporting supply-lines.

– Terrain is randomly generated.
– You start with 20 units which are quite similar apart from the range at which they can attack, and you cannot make any more so it’s a bit like chess in that regard.
– The only resource is hitpoints that accumulate at supply-points, and those hitpoints can be transferred to any units within range to heal them.
– You start with one supply-point which has hitpoints being pumped into it continuously, so you don’t need to gather any resources or manage an economy. But you do need to manage the movement of that supply across the map by setting up supply-points and supply-lines between them.
– Supply-trucks will travel along the supply-lines and can be attacked by the enemy, and supply-points can be captured if an enemy unit comes inside them while none of your combat units are there.
– Combat units will slowly lose hitpoints by moving, so they need to be backed up by supply-points to be kept fresh.
– All units can move anywhere (land or water), but changing elevation incurs a speed penalty, and crossing into and out of water takes a long time.
– The time taken to cross into or out of water is greatly reduced within supply-points, so they also function as ports.
– Line-of-sight visibility calculations means that using terrain features is important.


This idea started out as an attempt to make an RTS game with no resources at all, because I find resource gathering and eco management to be a boring chore that gets in the way of the more interesting spatial activity of moving combat units. However, the game did not have much depth with only combat units. The supply-lines were a way to reintroduce a type of economy, but make it an entity on the map with significant spatial influence instead of just a number in the corner of the screen. I also think it makes for more realistic scenarios because the supply has to actually travel to get somewhere, instead of teleporting around instantaneously which leads to comical situations like a factory continuing to produce units even when it is completely surrounded by the enemy.

I think the interaction of the supply-lines, terrain features and line-of-sight visibility could give some interesting gameplay.

*** Sorry, there is no multiplayer, just a rudimentary AI enemy ***

Video with info, download link in description:

(Original 7dRTS page)

Screenlapse is up

Posted by (twitter: @iforce2d)
Monday, December 19th, 2011 6:38 am

First two hours is missing but I was only looking at irc to make myself feel better that I wasn’t the only one struggling with the theme.

That is all…


Ok, done!

Posted by (twitter: @iforce2d)
Monday, December 19th, 2011 1:00 am

(I wrote the blog below right about the deadline but had trouble posting it due to the website being too busy. Just after that I seem to have fallen asleep so I’m posting it a few hours later, now that the server is happy again :)


Well that was quite tiring. As expected I never got to the sound/music, but the other parts I’m happy with. To draw the ground shapes properly I needed to use some polygon decomposition, so I went with poly2tri at the last minute but it worked out ok. For attaching textures to bodies I cobbled together a way of naming the fixtures in the json, keeping the fixtures square.

I lost a good couple of hours at the beginning due to the theme being unexpected, then another few hours debugging a pita bug. Apart from that I only slept around 5 hours, and did a little shopping so out of the 48 hours I managed to put in a good amount of time.

Getting some real-life experience with scripting needs was my main goal and I am pleased with how that part of it worked out. It became quite easy to add placed event triggers, run conversation dialog, destroy joints and fixures, and schedule further events from the script. Occasionally I was working with just the script file and the editor, which is how it should be. Take a look in settings.as if you want to play with things, or see the Box2D debug draw info.

Now to get some sleep before porting to windows, and checking out the other entries!

Not long now

Posted by (twitter: @iforce2d)
Sunday, December 18th, 2011 8:54 am

Just over ten hours left. Still no art or sound to speak of, so I’m thinking that even if I get to it at all, it will be a pretty lame job with the time I have left. Then again, the whole 48 hours of me making art would still be lame :)

Not to worry though, there is a game of sorts which is kinda fun to play. It’s very short and I ended up scrapping all the enemies/fighting ideas, but I did make a lot of good progress with Angelscript-ing of events which was my main goal for this weekend. It turns out I haven’t really needed to spend much time on using SFML features after all.

Day 2

Posted by (twitter: @iforce2d)
Saturday, December 17th, 2011 7:39 pm

Day 2 begins, with just over 23 hours to go. With a bit of luck (and perhaps some red bull), I will be awake from now until the submission deadline. I’m definitely gonna have to pick up the pace though, and start cutting a bunch of things from the todo list to make it more realistic :)

Some progress

Posted by (twitter: @iforce2d)
Saturday, December 17th, 2011 11:36 am

hmm… so the ‘story’ will be that uhh somehow you got stuck in an underground cavern and are trying to find the exit. And since there is no one else there, you’re alone. haha… oh well, as I said in the last post, this weekend will be more an exercise in using the new tools than a proper game. As usual, it’s a 2d physics thingy:

Most of the player movement, and some basic detection of when it enters a certain area is done. Tomorrow will be making the level and some enemies/obstacles. Art and sound are somewhere way down at the bottom of the list, around the ‘may not get done’ region. Right now though it’s time for some sleep.


Posted by (twitter: @iforce2d)
Friday, December 16th, 2011 9:01 pm

Well this theme kinda blows, totally didn’t expect that one to get through. It has taken me two hours to even think of something I feel like doing. It will probably end up focusing more on learning the new (to me) SFML and Angelscript instead of a serious LD entry. Anyway here goes, hope the next 46 hours are more productive…

I’m in.

Posted by (twitter: @iforce2d)
Thursday, December 15th, 2011 6:27 am

First time, thought I would try my hand at this. There is a small chance I will get waylaid (ie. drink too much) at a christmas party and not be in any state to submit anything, but I will at least start on it :)

I will be using C++, SFML, GIMP, audacity + microphone. I have only spent a few hours with SFML so far but it looks good – this will be an opportunity to get some more experience with it.

Also will most likely use Box2D, Angelscript, and my editor for Box2D scenes.

I made a small project to use as my basecode, available here. It opens an SFML window and moves some dots around using Angelscript.

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