Monthly Archives: November 2016
I’ve re-factored the terrain system so that different types of terrain are defined in an XML file, they each have their own base image, and the different shades for different elevations are generated on load. This makes it very easy … Continue reading
I’ve added elevations to map hexes and updated the Field of View calculation to take them into account. Shown above is a test map with only Open Ground terrain, so you can see how different hex elevations are displayed, and … Continue reading
I recorded a video first look at the current proof-of-concept build of Armoured Commander II. It shows off some of the GUI and gameplay elements that have been implemented so far.