alexmulkerrin / pocketciv Goto Github PK
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Minimal Civilisation-like game. Made a pathfinder and wanting to use it in a project :)
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.
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.
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...
It's been ages! D:
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.
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.
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.
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
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?
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 :?
just cos
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?
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.
^^^
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