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Coding progress for 0.3.7

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Coding progress for 0.3.7 Empty Coding progress for 0.3.7

Post  maximinus Wed Dec 29, 2010 9:39 pm

Now that the new map has been put in, we can start to work towards 0.3.7 with the following goals:

Add some regions, and then allow them to be selected + highlighted, and also filled in with the owners colour.
Add some units, and allow them to move through the regions.
Add some network topology to make calculation of moves easy (we will use python library for this, so pretty easy)
Do the same with ships.

Version 0.3.8 will have fighting in some form or other, and 0.3.9 will aim to have a simple economy, which is a playable game.
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Post  maximinus Mon Jan 03, 2011 9:25 pm

New regions and highlighting has been put in (looks quite nice too, I might also add!).

Next is to add some units and network topology to move them around (which should be simpler than using hexes, to be honest).
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Post  maximinus Sat Jan 08, 2011 12:34 pm

I've done everything for movement except move the units. This is because I need to put in code to allow more than 1 unit per region (probably 4 will suffice)
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Post  maximinus Sat Jan 08, 2011 10:41 pm

The code goes well (at least to revision 100). Should have units in all properly by Monday, then I'll add ships; but both should be done by then end of the week, then it's onto 3.8 Very Happy
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Post  maximinus Sun Jan 09, 2011 10:14 pm

Units are virtually done now, except for I have had to add some extra controls to handle moving stacks of units at one time. Hover, v0.3.7 should still be out by next Friday (and with it, a new sourceforge release) Very Happy
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Post  maximinus Mon Jan 10, 2011 10:52 pm

Damn!!

I've nearly got all the animation / highlighting stuff done, but it's just a little too complex for the current code and I'm going to have re-factor some Python Neutral

I mean, the code will look better for it, and will maybe be simpler in layout but it means more work that I first thought. it will be *better* code though Very Happy
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Post  maximinus Thu Jan 13, 2011 10:51 am

I was a bit busy this week, no real coding got done pale

However, I did get a chance to think about the code a bit more, and really I decided that I would ignore stacks of units for this release and just get the simple moving around done.

I know that in the future I will need the ability to move stacks of units a round the world map but at the moment getting the game to a playable state is much more important.

The other thing that needs some more thought is how to represent the number of units in a region of the screen. Originally I though to just have 4 units per region as a maximum, but there is no real reason to do that, other than it makes displaying the information a bit simpler. I'll just have to think about it a bit more until I (or somebody else) comes up with a good solution.
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Post  maximinus Thu Jan 13, 2011 10:53 am

Extra: that means that unit movement will be done by tomorrow (I just to clean up some code). Not too sure about navel movement, since I have to sit down with a copy of the GIMP and draw the regions Neutral

Also: code did get done, since pygasos added some stuff cheers
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Post  maximinus Fri Jan 14, 2011 2:17 pm

Today I added:

The n key, which highlights the next unit that can move.
Made the unit images work: when you click on a region, it shows the units in that region on the GUI; you can click those images to highlight the unit,
When you move the unit, the map moves to centre the unit and highlight it for you (to make the next move easy).

Now I will start to add boats Very Happy
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Post  maximinus Sat Jan 15, 2011 12:52 pm

Naval movement has been added, so that now means that 0.3.7 is complete!

I'm going to add one more thing, that is to put in the number of moves allowed (really easy) and it will be on sourceforge by this evening Very Happy
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