Monthly Archives: August 2016
Adding pathfinding over the hex map was a lot easier than I thought it was going to be. I use the same A* function as in ArmCom 1, just modified a little for hexes. Right now it’s used for road … Continue reading
I’m currently working on a sequel to my original game. The scale is larger, there’s more detail in the hex map, and it will cover more periods and theatres of the war.
Added in a simple concealment/spotting system and added functions to handle removing destroyed units and platoons that have lost all their members. It’s now possible to discover and destroy enemies on the game map. The very brief window that flashes … Continue reading
View post on imgur.com After working on map movement and re-organizing some internal systems so that units are grouped into platoon-sized units, I tried expanding the visible map area and it worked well. I had to lose the message window … Continue reading
View post on imgur.com Added ability to target units and a very simple firing animation. There’s also a basic to-hit calculation running in the background.
Some steady progress recently: added in road generation and display, and improved the way that the map viewport is drawn so that it will be much more efficient.