I've been with the company I work for now all my career (19 years and counting), and I've done the same, each relevant email is saved. Saved me tons of time by doing that, so nice to go back and find things that you need in there etc.
Been working a bit on it again tonight. Fixed cmake script so that it compiles on windows (previously I only had linux version running). Also cleaned up a couple of things. Next is to add some movement to the unit, the trickiest part for now, so I look forward to get that part done now, that will make the other things come a long nicely.
Got unit selection done, the type of tile under cursor is printed, and the type of unit you selected is also printed (the little square is the unit, that's placed on a hex).. Is nice to have that sorted, next up - move the unit after selecting it, and then when turn has ended - reset the unit's action points.
Hacking on my game tonight, added the first unit, it's now placed on a tile. I need to make some logic for selecting the unit, I have 'hex' selection done, but I also want to select units on a tile. So I'll make something for that next, once that's sorted I'll add A* movement to the unit, and have a setting for how many tiles it can move each turn. I also realize I need some map editor feature, and some way of saving the map, but that comes later, now I just use the same seed each time and the map stays the same between testing. I'm also a bit conflicted if I should make the game 3D or not, but I think I'll stick with 2D. It's not about the graphics - but game play for now. If I want to convert it over to 3D later on - then a lot of the things I do now can be used as well, so it's not wasted time to keep it simple for now.
Now that I have this hex grid thing (and units), I'll now make the units start distributed on the ground. Then when that's done - I'll switch things arounda bit. I want the player to start with a galaxy view, with planets. Then each planet has their own generated hex grid. You then start on one of the planets, and units are placed there. When you click the planet you should see the hexgrid for that planet, and when you got to the other view you should see the planets (also procedural).
As for gameplay - I want you to start stranded on the first planet, then work it all the way up to being able to have a colonizer ship (with lot's of things having to happen before you can build that), and once you have that then can use to colonize another planet and then work that one up as well etc.
But first things first - place some units, then add planets and their procedural landscape.
@faassen@fosstodon.org I agree, use what ever works for you. And code the way you want - if it works - it works.
My only criteria for coding - is that the language and toolset needs to be open source. Other then that I pick what ever language that gets the job done the fastest for what I need.
Embed this noticestigatle (stigatle@activitypub.stigatle.no)'s status on Sunday, 29-Dec-2024 21:04:37 JST
stigatleColleague of mine wanted to go for a walk this morning, so I went with him and brought our dog, nice start to the day. Also - our dog has bone from being a nightmare in the dog yard - to be a blessing. He can now spend many hours out there without causing issues. We live in a row of houses (like a horse shoe), and his dog yard is in the middle of all the houses, so it's very nice that he can be out there now without stressing me out with howling and being erratic. Now he just chills and enjoys it. This makes it much easier for us - since now he can be there instead of always having to bring him with ut (he destroyed his indoor crate some time ago, and after that I decided to train him on being outside when we cannot bring him with us). So - the investment of the dog yard is paying off :)
Added some stuff tonight, added a basic procedural landscape generator.. Added highlight of tile under cursor, and when you click the tile you get info about it. Added pan and zoom. Tomorrow I'll work on adding units, and make them move with A* algorithm. Got enough done for today, I'm pleased. :)
I enjoy coding on stuff like this, because it makes me have to think a lot, about how I want to implement things. I added some procedural landscape for now ( a simple one that I asked AI for), and next is to add units on the map, make them select able and add code so that I can move them around.
Oh, there is a terrain generator here: https://hextoryworld.github.io/ProceduralHexTerrainGenerator/ I'll see if I can use that for what I need. It can spit out a png, and I could use that as a texture, and then sample the texture to figure out what type the hex is etc. I'll see if I can get that working.