Tudsamfa
mastodon 4.6.9Gamer™
...and not much more. Tinkerer, snail and mushroom enthusiast, gardening and fishing if we're generous.
Obsession of the month: gardening
And I thought #Culdcept was dead! After 10 years, a new entry and remake of the first game, which never released here in the west, both arrive this July.
At the moment, from the publishers website I would conclude the remake on Switch only releases in Japan, while both Steam releases and the Switch/Switch 2 version of the new entry get a global release. Weird.
Looking forward to it, Revolt on the 3ds was... silly in how serious it took itself, only to clown around.
Slow and steady!
I can now create differently sized boards divided between 2-6 players,all of which will get the same amount of tiles.
Is it obvious I am working on the framework since I am already lost on how to even start implementing strategic gameplay? Figuring out how many different territories exist with their own treasuries like in Slay seems such a hassle, maybe I'll use shared resources instead.. or maybe I will pretty up the tiles next...
So...I was kinda expecting this to lag horribly, but in hindsight, if modern computers can work with a 30000 polygon toothbrush, an unoptimised algorithm finding connected tiles of the same colour won't make something unplayably slow.
Simply by doing things I am getting ahead of the past me that was too overwhelmed to do anything, even if I now walk slowly and triple check every step.
But I will have to look at some deeper tutorials on these TileMapLayers.
I thought about making a game inspired by Sean O'Conner's 1995 game "Slay" (way better than its 2016 remake) ever since I was made aware of it a few years back, but gave up after realizing I had to both learn hex coordinates and how to program an AI to play against.
After watching 3 tutorials and reading the documentation on 1 afternoon, I am fairly certain I know everything I wanted to know about hex grids in #godot .
Time to make my first game!