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Thursday, May 19, 2016

Cities n' Squares

Umanità now has square tiles, I've modified the hexagons to be squares by joining seven adjacent hexes together and then cutting out a square. However, at the moment the squares do not line up perfectly at their edges so some adjustment is needed.


No tile edges yet, but that should be easier with squares. Before getting to that, there is much work to be done on the game engine, city's populations need to be able to grow, the units dart around immediately when given orders - I only noticed that after a recent computer upgrade. Also there are some glitches in loading and unloading units from boats, still haven't figured out any good way to handle this efficiently and with a minimum amount of code.

More importantly, there are also some much needed low level refinements and efficiency improvements to be done.

Here's a pic of the city interface in its current state:


Credits to Freeciv for the unit and city icons.

Ciao!

Saturday, March 19, 2016

Evolution

Since a last posted ages ago, there have been a number of changes and improvements. This post is to show the evolution of the game since last time.

Credits to Freeciv for the square tiles and units. Freeciv is an open-source 4X strategy game and an inspiration for me to make Umanità.

The hexagonal tiles and UI is entirely by me.

Here's a peek at the hexagonal tiles and how they evolved.








This is the latest version of Umanità. Yes it looks more basic, however, the game now has the beginnings of cities! For the time being I'm going to stick with square tiles as the hexagonal tiles, nice as they are, were giving me too many problems. Soon I'll modify my hexagonal tiles into square ones. So the tiles will look pretty much the same but square.

 

  








And here's some pictures of the dynamic UI under development.