June 21, 2009
Yesterday's post mentioned doing some things. I did them.
The Map: The scrolling and scaling have been improved, text jumps up to make it easier to read at some of the other zoom out levels. Systems/planets are color coded everywhere they should be, and a couple bugs I may not have noticed right away were nipped in the bud. On the game start it autozooms to the players planetary capitol (or the center of the map if they don't have one).
All in all it was a good day for the map. Things are really coming along. Now it's time to tackle race stats.
June 20, 2009
Some improvements have been dealing with turn processing and map display. The game also sets up to have 7 different player IDs, each with one planet indicated in their own color (star system names are color coded).
I still need to take the programming a lot farther on this - the map needs to have its zooming/moving feature reworked, because the fact that the current version is a bit of a hack job is currently giving me a lot of grief. I also plan on extending the color coding features to cover planet systems as well (which is long overdue and an easy thing to implement).
Finally: now that I'm working on the turn processor it's become apparent that I need to do some of the race/government/player customization stuff. So that's going to be another creativity bomb.
May 25, 2009
So the following has been cleaned up/done:
-There are multiple users in the game (although right now all planets are owned by the player)
-Buildings are enabled and many (all production related buildings) are fully functional, to illustrate this there are a few buildings on every single planet in the game
-Time exists, if you click on the turn indicator a turn will be processed (crudely) and resources are recalculated
-Ship Design is slightly polished (though not entirely done)
Exciting stuff, check it out.
May 17, 2009
All of the back end and game design building crap is done, so now I can get on with putting them (buildings that is) in the game. Turns are also implemented into the game (although not too much has to be done right now), so there is some concept of time passage coded.
This is a big deal because once buildings are totally implemented we will have a bit of an interactive "game" on our hands where you can actually manufacture stuff and all that. So sit tight for now, but big stuff is on the way.