Giter Club home page Giter Club logo

pocketciv's People

Contributors

alexmulkerrin avatar alexmulkerrinqa avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar

pocketciv's Issues

Units disappear on water

When a unit tries to move into a water block, it disappears, together withj its "range of seeing".
But the code is doing right, don't taking it like a finished move and waiting for a correct move.
Moving to a correct space, the unit appears again.
Probably it could be nice if the unit, when the user moves to a water block, shakes as to say "No, mate, not there!" then wait the correct move.

Suggestion: Movement controls

When a soldier is selected, WASD can move it (I recommend to let it move also diagonally ;) ), but should be possibile other actions.
"B" is already settling a new city.
"F" could be fortify, so the unit stops there, increasing its defence status (more difficult to win against it).
"R" build a road, as in Civilization. The unit stops for a turn and then a road is placed down. Moving on a road should be faster.
When on a coast block, and inside the influence area of a city, "M" could set down a pier.
When on a Pier, "S" will change the unit to a Boat that can sail away using sea blocks.
When the unit is a boat, hitting on "R" will build a bridge, instead of a road. Bridge will not be crossable with a boat, but it will be like a terrain block, available for units.

Zero information about quality of city sites

Player needs to know how productive a city will be before settling.

Also remove limit of how bad a tile can be before settling. The players demand their crappy cities I guess...

Auto-focus

The recent addition of the map autofocus-ing to the actual unit, is a little bit dizzy. Sudden change point of view, is letting my head to twist a little.
Maybe you can add an ease-in, ease-out animation, to avoid this.

Code comments pls

Just comments on the methods about how they are used and what they do generally. I cant discern enough from the method/function names as is. But very good. I look forward to seeing the progress.

Units disappear from time to time

When having a big number of units, in my case I had more than 15, and probably where they are near to each other, some of them disappear together with its "sight range".
When the turn for this invisible unit comes, the green square is there, correctly, with no unit visible. After the movement the unit turns out visible again.

Do optimisations

Adding mouse controls and cursor hover info has made me realise how inefficient the display refresh code is. It has actually been having an appreciable effect on cpu cycles! D:

Program has to be a lot lower cpu use when waiting for commands. Will fix this by restructuring display module to only update things when game state changes

Game uses too much screen width

Minimum required resolution to view entire map is too big ~1600px D:
Need to sensibly scale map view resolution and make sure the sidebar is always visible.
Check for text going off the side of the screen too?

What are combat odds?

I wrote the algorithm so I know it's always 50:50, equal chance of winning or losing. :P

It might not feel like that in-game so will add a UI element to show those odds explictly.

Perhaps there should be combat modifiers :?

End of game

In the prototype, when you are the last civilization to contend an island, the game is over, declaring DOMINATED.
In the actual version this is not happening anymore.
Is this because you're preparing the possibility to sail over to another island?

Sidebar not refreshing correctly

If starting the game with the browser window not big enough to show the sidebar, when enlarging the window, the sidebar stand cutted, never refreshing or showing completely its data.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.