Not dead, just in the backend
Hi all,
I made some nice changes in the UI (and I am excited about where it led me) before I started thinking and tinkering with multiplayer. The little research I did (aka www.reddit.com/r/gamedev) made it clear that if you wanted to do multiplayer that it was something that needed to be architected/planned early on in the development of a game.
With this need to incorporate multiplayer early in mind, I started trying to implement it in Diehexergy and I am actually pretty happy with how I am going. It actually feels too good to be true (and probably will be once I start testing it). Right now I am still creating/listing/joining multiplayer games and will soon be able to load a game on the desktop app (sounds simple but as it lays the foundation for all the multiplayer connectivity it is actually quite a feat). Once this is done I will need to tackle how to sync moves/attacks/build and the such but I have a pretty decent Idea on how I will go about doing that.
I've also tweaked the roadmap a little. I have descoped having "levels" for buildings and for upgrading your home city. I will revisit these concepts as I progress (especially the home city) but I might need to have a bit more depth to the game to make it worthwhile.
The aim is for the basic functionality of the game to be available in multiplayer by September 1, with the basic UI rework to be an added bonus. But with 2 toddlers and a 7 week old, you never know ^_^
Diehexegy
Hex cell map strategy game where your armies are dice!
Status | In development |
Author | aebersoft |
Genre | Strategy |
Tags | Hex Based, Turn-based, Turn-based Strategy, upgrades |
More posts
- Back to basicsJun 02, 2024
- May I go forthMay 01, 2024
- Loading successApr 01, 2024
- Throwing shade(rs) on tutorialsMar 01, 2024
- Onwards to playtestingJan 31, 2024
- Merry Christmas and a happy Tech SpikeDec 31, 2023
- Probable probabilitiesNov 30, 2023
- Titillating Translation ToolingNov 01, 2023
- Back from the backend (ish)Oct 01, 2023
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