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shinydeagle

deterministic-risk's Issues

Reduce the amount of RPCs in the code

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.

Help menu should be interactive

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.

Limit panning

Limit panning to some distance away from the map. This is to avoid crashes on systems like Thomas's laptop.

Improve create_mask_sprite

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.

Attacking country bug

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.

Fix the random button

Currently both players do not end yup with the same map after blickcin on the random button.

Menu navigation

This would be in the form of restarting a game.

And moving back and forth through the various menus.

Create automated testing

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.

Bottom UI bar

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.

Confirmation when ending attacking and ending reinforcement

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.

Exit button

Not sure at which menu/menu's this button would be present. I leave it to your judgement.

Proposed Game Modes

What I think will be fun

  • If a country gets attacked more than once in the same turn, the next hit against it deals +1 damage
  • You can move units from one square to another by 'attacking' it. (It might leave the country with 0 reinforcements)
  • pandemic style, countries with higher reinforcements loose troops every x turns?

What I should be tried just to see if they're fun

  • If you conquer a country, that new country is fatigued and cannot attack
  • Whenever you conquer a country, you will remain with the half of the units fought.
    (If a 6 attacks a 2, 2 gets used, 2 will stay home and two will be at the new country)
  • Countries have a maximum reinforcement cap 2x of its starting amount.
    (If a country spawned with 4 units inside. The cap is 8.)
    (Player countries use their new amount as the cap.)
  • Allow attacking a country with less but this time let it go to the negatives, a country is the negative results in -1 reinforcements per turn. A negative total of reinforcements per turn results in you having to pick from where you want to remove troops
  • temporal, you can attack countries if in the previous turn you would've been able to attack them

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