Devlog 24.35
It has been about 4 weeks since my last post.
Player Empires: I finished the basic implementation of empires--the setup, a bunch of the API, an event system for player empires to respond to each others' actions.
Turn-Based System: I finished the basic implementation of a turn-based system for cycling through rounds of player-turns. Empires draw cards and command tokens, they randomly choose Strategy cards and follow the initiative order. They take rudimentary actions (for now using dummy implementations) including the "Pass Turn" action when they're out of options. Just the other day I wrote an implementation for scoring objectives. I need to give objectives distinct conditions but that's something that could be data-driven.
Components: I have rudimentary implementations for Strategy cards, Command tokens, Action cards, Technology cards, Objective cards, "Military Units," and even "Star System cards." I also wrote some code to test if a star system is still held by its previous owner. Once I get unit placement, movement, and invasions implemented, I can transfer ownership of star systems between players.
Next Steps: I started work on extracting the code from trade routes and such to create a searchable graph of nodes; I need something I can query to determine where empires will place units, invade & conquer, and so forth.
Also I need to take care of something I've been putting off, and that's some updates to the user interface. While I did go and write a whole framework and plug in an event system, it was an exhausting and unfulfilling series of tasks. The queryable graph will allow me to do more than just perform external searches of a sector, it will make it easier to interact with via user interface, and i need to be able to see what is going on at each level.
Yay~ UI work
Rogue Souls
Open-world Roguelike space trading game.
Status | In development |
Author | Tanys Foster |
Genre | Role Playing |
Tags | Open World, Space, Trading |
Languages | English |
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