First devlog: What I made so far


v0.0.1.11

  • Hexagonal math
  • Pathfinding algorithms (Breadth First Search, Uniform Cost Search, AStar)
  • Some utils scripts for drawing path area and paths
  • Unit navigation with action points
  • Turn based system
  • Tile reveal mechanics
  • Camera snap to active unit
  • Select next/previous units

For now I finishing turn based units movement and plan to move on to enemies and build system. I have list of features with priorities, so will pick some valuable from it.


Also I plan to make world generation much better than random. I will use Wave function collapse to achieve this. I already made research about how to implement this in my case. So, just need some time after I finish units and buildings.

For now it’s enough to have this world generation. It works pretty simple, I have preset with list of different tiles and weight of each tile in grid. Sum of all weights become a total weight and every weight just use ratio to set probability of instancing.

EXAMPLE:

  • grass = 20
  • water = 8
  • field = 10
  • forest = 14
  • mountain = 4

Total weight = 56

  • probability of grass = 20 / 56 (35%)
  • probability of water = 8 / 56 (14%)
  • probability of field = 10 / 56 (18%)
  • probability of forest = 14 / 56 (25%)
  • probability of mountain = 4 / 56 (7%)

Files

HEXAGOLD v0.0.1.11 31 MB
Jul 17, 2023

Get HEXAGOLD

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.