Reading the news, animating tiles, watching some dude walk around Tokyo in 4K. Polish and test. Polish and test. Trying to aim for a 2022 release at maximum CRUNCH!
Testing some initial menus and introductions (along with SFX and music). Inputting 'Unit Data' for all factions. Oblivion longplay (no commentary) playing in the background
Over hundreds of units across 6 unique factions with individual base paradigms. Currently setting up "Squad" unit types as infantry to function as a single unit while allowing complexity in combat. Watching Better Call Saul.
Over 600 tiles for the tactical map alone. Campaign map will be for future releases depending on popularity (if any). Attempting to abstract artillery ranges (grenades, mortars, tube cannons, rockets, missiles, etc.) to tiles while keeping game play speed intact. While Robert McNamara talks down to me about game theory and decision making in an imperfect information environment (paraphrasing).
Fog white out. Trying to read but actually watching Twin Peaks like a lazy POS. Thank PhD students and their well-written papers on turn-based strategy game architecture, game theory (especially decision making on the game tree; useful for future AI), and algorithm solutions (like super-cover lines used for a 2D tile grid system). Truly a wealth of information.
Another cold winter morning... Must finish 1001 items (GUI art polish, GUI code polish, integrating a less basic AI, adding minor transition graphics, interactive loader, etc. etc. etc.). Awkward chest pressure.