Thursday, February 29, 2024

Mouse Esge Scrolling

After running a Twitter poll, I realized that people also enjoy scrolling the map the old-fashioned way. So, you can do both now while being able to enable or disable edge scrolling in the game settings.
 

Alright, I'll now resume testing the demo. I still haven't completed the demo's mission as issues and improvements usually take place.

Stay safe!

Friday, February 23, 2024

Multi Selection For Batch Movement

Alright! It's finalized! I never thought I would have this feature implemented, mostly due to the needed complexity. But have with 60 hours of dedication in 5 days, I finally got it to work as intended, I guess "necessity is the mother of invention".


Ok, now I can resume testing the demo, which with the aid of this new feature, will make it far less time-consuming. One thing is playing a game for fun, another thing is playing a game over and over out of necessity, as if your life depended on it. ;)

Stay safe!

Wednesday, February 21, 2024

Multiselection!

Implementing multiselection has been something I've avoided due to Archrebel's tactical nature and its deep roots in Rebelstar. I've always told people it wasn't going to happen. However, after playing the demo, I realized there's considerable potential walking time in the game, especially considering how much larger the maps are compared to Rebelstar.

With the UI part out of the way, it is now time to figure out an algorithm that is capable of identifying which tiles are the appropriate ones to move the selected units around the destination tile. Boy... this is going to be fun...

Stay safe!

Sunday, February 18, 2024

Travel and Combat Modes

After my wife and I extensively played Archrebel's demo, I concluded that I needed to do something about its pace. Archrebel features maps that are more than twice the size when compared to the original Rebelstar, relying more on traveling. Therefore, I've introduced Travel and Combat modes.


The Travel mode drastically changes the pace at which the game unfolds now meaning I can also now get more creative with designing missions featuring objectives with more emphasis on distance for additional diversity. Nex step: movement with multi-selection. :)

Stay safe!

Thursday, February 8, 2024

Waypoints!

My initial plan was to orient units through dialogue so players would know where to go, but following my wife's feedback, I realized it would be best to use waypoints instead. This approach reduces dialog complexity and avoids potentially leaving players uncertain about where to go.


So, now I just need to integrate the waypoints with the mission's triggers so that waypoints are properly handled according to the mission's objectives.

Stay safe!