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Hi
I created the remaining "wave" animation variants. Also now different variants have different time lengths. I did this so that their speeds would be the same and look nice
PS: yes, there are some bugs with determining which animation variant should be played
I created the most of "wave" animation variants. Also decided to make them round
Hi
Drew animations for shelling and bombing, shelling animation have 4 variants for 4 sides. Decided to experiment and added a "wave" animation for conquering attacks (storm, tank battle and landing)
Also now when it's bot's turn, you can't select cells, tools and attacks, use undo and redo buttons
And yes, i added price tags to the attacks menu
And also...
this is my 100th post!
Hi
Now bots can visualize their work (show which cell they select) and take breaks between actions. Also added new settings for bots
I'll post this release (interim-2) on my discord server
Happy New Year!
Added the bots section to the settings menu and the randomness factor option
If this option is selected, bots will choose a random cell when choosing between two identical ones (which one to build on or which one to attack). This makes games little more varied
Hi, as you know i'm going to release current version (beta 0.0) on Play Market or Steam so i want it be as good as possible
So i'm asking for your help with translations and maybe music and art. I need people who are interested in my game and who can at least be testers
Currently i don't know if i can make any money from my game so maybe your work won't be paid (and mine too)
I know i'm more likely writing this post in vain but i hope i'm wrong
Thank you for reading
I added the ability to block player type change. Also i decided to redraw the demolition animation because i thought it looked little weird
Hi! Sorry for the delay, i didn't have much time to develop the game last week
I decided it's not necessary to teach bots to build defense lines because them are not always effective. But i taught bots to "invest" money in building factories at the beginning of game.
I also decided to delete the cooperation page in the settings menu because i think it's not nice to ask for help directly in my game. At the moment this page is just hidden but i'm going to delete it completely in the future.
I'll publish the 1st interim on my discord server within an hour
Hi! I haven't been developing the game for a couple of days due to illness but now i feel better and i'm able to continue developing
Now bots can bomb each other. I think bots attacks are done so all i have to do is to teach them build defense lines and fix some issues. Then, more likely, i'll publish the 1st interim
Hi there!
I forgot to tell you that on november 6th my game and blog turned 1 year old! Year ago i published 2 posts: short one with 1 screenshot and long one with game's background and concept. But i decided to make the long post private because i thought it contained too many spoilers.
Now you know my game's concept so these are no longer spoilers. So today i made this post public! So you can read it right now!
For this year i published 91 posts and gained 32 followers:
For this year my game has passed alpha testing, was released on itch.io and now i'm developing beta 0.0 version that will be released on PlayMarket and/or Steam
Goodluck to everyone who read this post! Luck is a one of the most useful things in life... Unfortunately, i'm not always lucky...
Now bots can win back their cells after they have been conquered by enemy and use shelling on adjacent enemy cells
Also bots build less air defense but this is not visible in the video because bots just don't reach the stage of building airports. To test this change, i had to help bots a little.
Now bots can attacks each other (more precisely, use shellings and tank battles). They decide what cell to attack based on the importance of cells (the cyaner or yellower cell color is, the more important it is (but the color changes non-linearly to make it easier to see the difference))
Bots decide how to attack building (use shelling and then tank battle or tank battle only) depending on what variant is cheaper
But they can't storm because i myself don't use this type of attack. The same situation is with landings (i don't use them too). So i ask you: when should bots storm buildings and use landings? I really don't, so please help me.
Hi there!
Now bots can build airports and air defenses, and demolish their own buildings if they have not money to pay for their maintenance
I decided to put off constructing defense lines for later, so the next step is to teach bots attack (WOW!)
PS: i removed the disable end button to play test games faster. don't worry, i'm going to add this feature for you in this update :-)
I created a simple algorithm for constructing buildings. It can construct factories, military plants and military units on the safest cells.
Also fixed bugs in the algorithm for calculating cell safety (distance from border)
Today i forced myself to work on the game on friday evening, and now i'll show you results of this work:
Now the bot can calculate distance from border diagonally too. This means the work on this algorithm is complete and tomorrow i'll work on building construction algorithm. Hopefully, i'll have its first version by the end of the weekend so i can publish a second post this weekends
PS: yes, there is a bug with an uncalculated green cell. But let's pretend the bot isn't very smart and it also take mistakes 🙏. So it's not a bug, it's a feature!
This bot attacks random enemy cells and displays distance from border to every cell (the darker is cell, the closer it's to border).
The algorithm for calculating distance from border (enemy cells) is needed to find the safest cell for constructing buildings on them
Currently its algorithm doesn't work very well and doesn't calculate diagonal distance. I could have time to do this but i'm too lazy. This is very hard and i have to do this later ;-)
I'm sorry, there was a delay but now i'm here and i'm not going to repeat this mistake
This weekend i renamed attacks stats in messages and added UI for selecting player type (human or bot). This is a test bot, it just builds all the buildings in order
There's a lot of hard and long work ahead with bots so good luck to me (and my friend if he agrees to help me)...
Hi there!
I started developing new version, i decided to number it beta 0.0 (i know, it's weird version number)
I renamed attack stats:
attacks left -> attacks
attacks -> attacks will be
Also renamed 2 buildings:
Line of defense -> Defense line
Air defense system -> Air defense
And fixed bugs:
I can save player name if it's incorrect
After shooting/bombing cell the attack cost doesn't change
Hi there!
I hope you (unlike me) remember about the poll where i asked you how to rename attacks stats (ground attacks (left), air attacks (left))
Let's look at the results:
Tumblr (2 votes):
. . . . user variants: 100%
. . . . . . . . Variants:
. . . . . . . . . . 1. attacks left -> attacks
. . . . . . . . . . . . attacks -> attacks will be
. . . . . . . . . . 2. attacks left -> attacks
. . . . . . . . . . . . attacks -> attacks production
Discord:
. . . . 'this' and 'next': 100%
We see that the "'this' and 'next'" variant won. But i think players' variants from comments are better because they don't have a prefix to attacks left stat. I think the 1st player's variant is the best because it's little shorter than the 2nd. It looks like this:
But you can still suggest your own variants
This weekend i'll just be fixing bugs so i may not post a devlog
I'm going to continue developing my game. This week i'll update my funlutab module and next week i'll be working on game.
There is an issue with stats names 'ground/air attacks left' and 'ground/air attack'. They look similar but 1st means '... attacks you have now' and 2nd means '.. attacks you'll have next turn'. Because of this, you may misunderstand the game.
What they look like now:
So i decided to come up with new names for these stats:
'tt' (this turn) and 'nt' (next turn):
2. 'this' and 'next':
3. 'are' and 'will be':
I'll post this same poll on my discord server and then i'll sum results
PS: in these both polls i'll vote on behalf of people who are not subscribed on my tumblr and not on my discord server
Hi there!
The poll i posted the last week is now completed, so let's talk about results, they are weird..:
Tumblr (5 votes): save system - 60%
bots - 40%
Discord (4 votes): save system - 0%
bots - 100%
Maybe the comment about why i should add save system first influenced the results? But i posted screenshot of it on discord, so i don't know.
Anyway let's sum these results:
Save system: (3+0)/9=33.3333333333333333333333333...%
Bots: (2+4)/9=66.66666666666666666666666666666...%
Bots won, so in next update i'll add them
Good luck!
PS: day before yesterday and yesterday i was writing docs for one of my modules to publish it on github. It's so boring. And i'll do the same today and tomorrow (maybe even and day after tomorrow) with my another more complex module 😮💨. Good luck me...
Hi there!
I have 2 ideas that i want to release: save game function and bots
Initially i wanted to add first save game function and then bots. In this case i'll number versions as beta 1.0, beta 1.1 (or 2.0) (1st number will be changed if new game is unable to read save files created by the previous version).
But maybe i should add bots first to increase the number of players? But how to number game versions in this case? Beta 0.0, beta 1.0?.. beta 1.0, post-beta 1.0?.. beta, pre?.. difficult question
So i ask you:
I'll post the same poll on my discord server. At the end i'll post results of poll in discord here and add them up with results of this to get the final result.
After i released the last update i tried to play RimWorld. I liked it. Maybe it'll become my favorite game...
You can install it right now:
I'll write devlog about all additions and changes on itch.io today or tomorrow
I watched the @brickwall04's video about my game and found some text problems and bugs. So i decided to fix them but i couldn't make it in time, so i decide to reschedule the release
This a video about fixed problems and bugs:
And also i decide to block the end turn button for 2 second after pressing it to prevent players from skipping turns
I'm sorry, i'm very sorry but i have to reschedule update. Today i corrected some problems with inaccuracy of text but translator hasn't translated it yet. It isn't his fault, it's my fault.
I'll release it in 24 hours at the most
I feel so ashamed in front of you 😓
pre-beta 2.0 will re released July 28 at 18:00 - 19:00 GMT
PS: while i was creating this trailer, i realized that in fact i added only 1 menu and 1 language (but on 2 dialects). yes i've been developing this update for almost 3 months. i'm very productive :-{)
pre-beta 2.0 pre-2: buxfixes
Now it's very important to test the game, so if want to help me, pls go to my discord server 🙏. And as always i'll post in it this pre-release within next hour.
Now if you launch the game through web-browser you'll see this window. And there will also be no exit button.
I also changed credits and save button icon. Now "who goes first?" and "... won; ... lost" windows will adjust to players' names sizes.
(yes i know there is a bug right on the video but i'm too lazy to fix it)
Also added new soundtracks:
Both from Not Jam pack
It's pre-beta 2.0 pre-1 (it means i'm going to be releasing pre-beta 2.0 this week!) and i'll post it in my discord server within the next hour (yes this phrase has already taken root)
PS: i'm so happy now because i finally managed to steal gridroad and i'll play it tomorrow (or later) :-})
PSS: is it just me or did come up with a new emoji?
Now if you're newbie, you'll be asked to read the tutorial; after a 1st game you'll be asked to rate the game. I also remade the pause menu again, now it and some other windows will change their size depending on the text length. And yes i ask people for help with development right in the settings menu 😑
This is pre-beta 2.0 interim-4 (the last interim before pre-release!) and i'll post it in my discord server within the next hour
PS: maybe i should make larger the yes and no buttons in the "pls rate my game" window?
pre-beta 2.0 interim-3: bugfixes
Just compare:
I'll post this interim release in my discord server within the next hour
PS: i had to edit this video because i can't insert 2 videos into 1 post
Added background for entry field errors. Also name entry field has become taller and now they can accommodate the letters j, g, q, y (yes now you can tell q from g 🥳)
And now entry field don't disappear in release bundles (yes this problem wasn't only on Android)
This is interim-2 and i'll post it in my discord server within the next hour