Saturday, June 21, 2014


I Want To Marry A Lighthouse Keeper

I was searching for the root path and I found it, it's the map. I started thinking with the brains of the average player who, in order to play, must perform some very precise steps. Select a scenario and load it for first. And this simple action unveils lots of issues, the first one being: how scenarios are being done? well I have to program a scenario builder. And what is the basis of this scenario builder? a map. How do you provide the map? many more questions rattle in my head. But the path is clear and this is more than enough for now.

Tuesday, June 17, 2014


Per Qualche Dollaro In Più - Addio Colonnello

A small break from the insane coding of the last few days, I must plan my future moves or I risk wasting my time. This moment is particularly delicate, even with cmeps I started without a plan but just with very broad ideas on what ought to be done, and then realized I needed some better management.
What I have to do is simply to write down a task list in a gantt, every aspect of the game must be present in this list. It's very easy to find sub-tasks and to recurse to the preparatory jobs. Then it will be a matter of coding a bit here and there until the core of the game mechanics will be ready. The task list will guide me to further coding.

Saturday, June 14, 2014



We all have our fetishes. Mine are about maps with nice curvy arrows, that's why I've spent the last two weeks at working on a nice representation of destination arrows for the units, and now I can share a couple of screenshot.
I must set up a small control about unit sizing, to let the user adjust quickly the sizes for all his waypoints, and then I can say that this part is closed.
I have now to decide what to tackle, I started thinking about calculating reinforcements. Having a continuous map I must constrain the calculation to simpler terms.

Sunday, June 08, 2014


Suite Española, IV Rujero Y Paradetas

I'm still working on the movement of the units. I want to permit up to 5 waypoints to the players, which is even too much.
Then I'll proceed to finish the processing of the movement between turns.

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