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Pygame Swat Command

  • 4 Devlogs
  • 7 Total hours

A swat commander base game in pygame using rts perspective and top-down view

Ship #1 Pending review

Since starting Pygame Swat Command, I’ve implemented the core top-down RTS mechanics and updated the project
documentation. the base game includes basic team controls, simple radio obscuring, enemy behaviours (attacking charging fleeing), and simple weapons and health systems

Recent changes

  • Improved README formatting and added installation instructions
    (63fe85c3f5c4)
  • Added requirements.txt (422fb84a741c)
  • Revised README with features, controls, and setup, after initial creation of README.md
    (8f636ece5325)
    (e929d664b1f8)
  • Implemented advanced cover system and debug visualization tools
    (a27be8ffaf1a)
  • Enhanced AI with utility-based decision making and improved combat dynamics
    (fd71653b4442)
  • Prevented controlling
  • 4 devlogs
  • 7h
Try project → See source code →
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2h 3m 37s logged

Made README and improved ai:
Enhance AI with utility-based decision making and improve combat dynamics

  • Introduced utility-based AI for enemies with actions like attack, retreat, seek cover, strafe, and more.
  • Added customizable enemy traits such as aggression, caution, and discipline for diverse AI behavior.
  • Improved vision and gun mechanics by introducing separate cones of vision and fire, enhancing line-of-sight checks.
  • Enhanced pathfinding with smarter obstacle handling, line-of-sight validation, and adaptive speed adjustments.
  • Updated bullet mechanics with new properties (spread, range) and deceleration on penetration.
  • Adjusted level design to include more advanced enemy configurations with behavioural traits.

Implement advanced cover system and debug visualisation tools to enable easier debugging of the game

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Open comments for this post

40m 46s logged

feat: Add death mechanics, signal system, and friendly fire prevention

 - Implement character death with visual         
 feedback                                        
 - Add line-of-sight signal system for squad     
 commands                                        
 - Track bullet shooters to prevent friendly     
 fire                                            
 - Add dead character assets                     
                                                 
 Changes include:                                
                                                 
 - Armed.py: Death state, visual feedback,       
   skip dead enemies                             
 - SquadMember.py: Signal/connection checking    
   through walls                                 
 - Bullet.py: Shooter tracking, team-based       
   targeting                                     
 - Wall.py: Signal blocking property             
 - Level.py: Connection checks for commands      
 - Utils.py & __init__.py: Dead character asset 
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Open comments for this post

2h 4m 31s logged

TLDR: Added ability to shoot fixed wall collisions and started on multi weapon system

feat: Add pathfinding, combat, and selection systems            
                                                                     
     - Implement A* pathfinding with smooth path and speed           
     variation                                                       
     - Add drag selection with formation movement for squad units    
     - Add agro cone detection and gun aiming for armed characters   
     - Add bullet physics with bearing/velocity and penetration      
     system                                                          
     - Fix wall collisions with stepped movement to prevent          
     tunneling                                                       
     - Add health indicator for enemies                              
     - Fix various type errors and rendering issues  
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