Monthly Archives: February 2017

Hexgrid Raycasting with Multiple Observers and Terrain Elevation

I’ll have to write a lengthy post about this some day, but for now I’ll just write that I figured out how to handle a tricky problem with calculating lines of sight along hexspines. The current Field of View function … Continue reading

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New Combat Engine

I’ve also recently replaced the core combat engine in the game, from one that was still based on Advanced Squad Leader to one more closely resembling the Tactical Combat System, albeit with several changes, including the use of 2D6 rather … Continue reading

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Minor but Important: Menus

I put together a basic scenario information screen, shown when the player starts a new scenario. For the Proof of Concept version there will only be one available, but in the future players will be able to choose between many … Continue reading

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Work in Progress

I uploaded all the source code and data files for my current in-progress version of ArmCom2 to the GitHub repository for anyone interested in trying out the code. As it says in the readme file, this is a work in … Continue reading

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Refactoring

Armoured Commander I (the original) is under capable new management with a number of bug fixes, improvements, and expansions planned and under way. You can see the latest changes over on its GitHub repository, and we plan on making compiled … Continue reading

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ArmCom version 1.03 Work in Progress

I’m getting some help in putting together an update for the original Armoured Commander, version 1.03, which will fix a few minor bugs and hopefully improve the interface for the player. If you’re interested, you can see the latest source … Continue reading

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