It’s been quite a busy week with most of the work being concentrated on taking me to the next milestone, which is to have units that can move!
Moving units sounds like a triviality, but there is a lot of work that has to be done to get the movement subsystem fully operational.
First up, one has to design and code the main game loop. This is a new adventure for me as none of the other Ancient Armies applications required a gaming loop.
For those that don’t know, gaming loops are used to regulate one’s game world in such a way that regardless of the hardware platform, all game movement and animation will be consistent. Additionally, if coded correctly it will also support time compression too!
As of now the main loop has been coded, with a lot of additional work going into the army units themselves to make them compatible with the loop. This has also included some rather fun research into the movement speeds of various unit types, including acceleration and deceleration rates!
With all of the above implemented, I then needed a way to be able to issue orders to the units so that I can see them move. This has resulted in the initial implementation of the orders menu system which can be seen in the screen shots below:
Although I have achieved a lot this week there is still long way to go before the movement subsystem gets finished. That said, I am hoping to be able to demonstrate some basic unit movement by the end of next week!
Other work that got carried out this week was to improve the map editor so that it can handle larger maps a lot more easily and to make them a lot more manageable. A screenshot of the updated editor can be seen below:
From a UI perspective the only real major change are the additional tabs on the right.
That’s it for this week. Hopefully I will have some moving units to show you next week! 🙂