We’re so dependent on cycles of life, it amazes me. It’s Thursday evening but it feels like weekend already. My receptors can sense the incoming alone time and their excitation levels are through the roof. I wish I had more control over it. I wish I could make myself feel like that on Mondays. I once read that true happiness depends on the resultant quality of ones’ thoughts as it is what we are left with at the end of the day. The rest is just a cover up. Sounds about right to me.
We live in an age of mass production where commerce & competition wants you to buy buy buy what’s theirs. Abundance obstructs purpose and finding quality content gets statistically less and less likely with every minute and every bit of information added. As a positive side-effect to this, however, finding new gems gets more and more rewarding, too.
In the sea of rewriting and ensuing bug fixes, last week I have updated some of the tools that already existed to make them more usable and easier to extend in the future. Most notably, I have reached all of the goals of the first base milestone:
- - Player armies can be now composed relatively easily with decent control over army size and efficiency.
- - Core of the enemy units interaction model is finally implemented, with control over all relevant factors that define first and most basic core balancing pillar of battles, presumably.
- - Viewer for analysis of battle simulations.
Here’s a snapshot of battle rounds view, slightly revisited compared to the previous version but still legitimately cryptic I think.
Over the past few weeks I’ve been busy implementing and testing some of the ideas behind the RTS like game model we’ve come up with a while back ago. Things may look cryptic still but here are a few snaps of some modules, without getting into more detail.
players units settings
players technologies settings