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View Code? Open in Web Editor NEWA deterministic version of the risk game
License: GNU Affero General Public License v3.0
A deterministic version of the risk game
License: GNU Affero General Public License v3.0
Hopefully some abstraction can be done and the number of RPC calls in code can go down. This will help if you decide to introduce 2+ players and also will reduce multiplayer issues.
It should details the currently active game modes and rules for all game modes.
This "help" should also be available when selecting a game mode.
Delete objects when they're tossed
Limit panning to some distance away from the map. This is to avoid crashes on systems like Thomas's laptop.
Mode idea: allow the movement of troops
Would also need a menu to select between modes.
You don't need a mask for each color. Just have one mask who's color you modulate. yes just one, even between flashing whtie and blue for example. And you definitely don't need a grey mask, that's just transperent.
The common compoentent, label update and the move animation should all be instead the if statement that checks can attack.
Also it seems like there's a bug where a lot more things are being set to fatigue than they should be. I was unable to do drains even when no fatigue symbol was showing overhead.
Currently both players do not end yup with the same map after blickcin on the random button.
This would be in the form of restarting a game.
And moving back and forth through the various menus.
Seems to be an issue with the spawn and allocate function.
This would be some kind of neural network and some kind of reinforcement learning.
This wouldn't be possible in godot itself. You need some kind of communication mechanism between godot and python, perhaps over the network. But you also need someway to package it all together, unless you want the AI only avaialble to yourself and powerusers.
Some kind of ui notification on both the host and the guest end when a connection is sucessful.
This is so if a playuer restarts a game and goes back to the IP address entry menu, the ip address that was previously entered should be there by default.
It is possible, just need to think about what kind of tests you want to include.
Probably some basic stuff would be clicking two countries and seeing if the attack works as intended. This would be a separate scene that can be run on it's own that goes through all the tests and provides a report of some sort.
It should contain the round number.
The skull or crown should also appear next to the winner or loser at the bottom.
When it's not your turn the current pahse of the enemy should be communicated somehow.
Try going waaay outside the map
Button to confirm that you're ending reinforcements, and that you're ending attack if there's unused reinforcements left and if there's available attacks to do.
Number of reinforcements left is just a variable.
There does exist a method to check if there's any attacks left, so just use that.
Perhaps if you're at the min zoom level and you try to zoom out again, it centers.
and a mute button to toggle it, perhaps even a master volume setting.
It is currently obscured by the help button. That's the main issue. If you can think of a way to ensure that the help button doesn't obscure the title either by moving it or some other means, that's fine as well.
Not sure at which menu/menu's this button would be present. I leave it to your judgement.
When all countries have been conquered, the wrong person is shown as the winner.
What I think will be fun
What I should be tried just to see if they're fun
Click the zoom out button multiple times.
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