Submissions from 2015-03-11 to 2015-03-12 (3 total)

I simultaneously hit a major milestone and problem in my most recent game. The basic plan is to make a turn based strategy game similar to Shining Force and Fire Emblem. I've been working on the movement for a couple of days and finally got it working how I want it to.

The Good

  • I wrote an algorithm that steps around a character and finds the spaces within their movement range, taking into account terrain.
  • I wrote a heatmaping algorithm that allows all the troops assigned to a hero have an easy, computationally inexpensive way to move towards and keep with the leader of their squad.
  • I wrote a bunch of code that handles movement exceptions (squads can move across members of the squad but not stop in the same space. Heroes can swap places with any of their squadmates. Enemies block movement. Etc.)
  • I made some test graphics and got everything working together.
It works slick so far. I assigned 200 troops to a leader and can move him and have all 200 troops find the best way to follow him in less than a tenth of a second, less time than it takes for the movement animation to finish.

The very, very bad:

I'm writing it in Haxe using HaxeFlixel. The problem is that when I target Flash it hangs. Even with only one troop. There is something about the different way that Haxe compiles to Flash versus the Neko emulator that causes my algorithm to hang. I love Haxe, but these types of errors are really difficult to track down.

Today I added type of resource bonus that gives the player a specific amount of resource every day, instead of increasing its gathering rate. I also fixed some a couple more bugs related to bonuses and improved Help view a bit.

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Yesterday's update can be found here.
In a case of any questions or suggestions, don't hesitate to contact me here or on twitter. ;)

Woops!

I've been doing bits here and there but haven't delved into my primary project for most of that time. I had a week off from work where I hammered out some good code, but going back to the office really killed my momentum. And momentum is hard to build back up.

I'm off to Rezzed tomorrow for 3 days, then have a small project to get out the door in the days after that. THEN hopefully I will be able to get back to smashing out my game and on the road to becoming a legit indie dev.

In the meantime I have done some work on a demo game for an article I am writing, the next in a series on developing games in Elm. It's a simple space invaders game but it's still something I guess.