Roadmap Completo
The Effects maintain the state of the actions executed by the game, players, armies. This will make the game so different to others games. This and the unit design section.
We will handle the Views where units are created. Also we will manage the dead of units, what happen to the carcase after the unit has died. The last interation help us get some research that will control in this iteration the number of Units we can control. This implied also that we are really going to revamp the Colony View to make it easier to manage.
The Seventh Iteration will bring us the capacity to win wxperience and ability points (AP). Each new level we gain will give us some ability point to spend in research (initially we will gain 3 AP per new level). Research will make our units strongers and will get us new tipes of Buildings.
In this iteration we are going to develop the Creature Design View.The last iteration give us the ability to obtain biomes. Now with those biomes we can design units in a tactical way so to beat and expand our territories.
Now we are going to handle the economic part of the game. this iteration builds the basic principle on resource management and troop building. Also the powerup system on the map. Of course we will revamp the usability on the battle module.
With the Turn Based Battles fully functional, its the turn for the artificial inteligence to kick in. We are going to start with something basic ( yes this sound obvious, nobody start with the hard part, but it seem nobody is unhappy about redundancy lately so..) Artificial behaviour.
This milestone have the Navigation Menu in working condition, also the battle module is changed from Real Time to Turn Based.
This second milestone of the game is all about the Drupal Integration with the game. Of course Drupal its onl used for certain things.
The first mayor version of the game. This version contains the battle module up to 0.7.1 (this was the version of the battle modulo but I will change it to 0.1.0 ) and the admin module.
So this mean that this is all the code before integrating the user module with Drupal.
We are going to create a new Colony View to improve the way how we build things inside our colony.
In this first version we are going to create an interface to visualize the internal constructions for every city (its not exactly a city, if we think with Biorganic fashion in mind ) of every players. The view will be rendered as a side view much like platformers games were you can dig sections of your region to recreate a base.
In this initial phase all the player colonies would be capable of store 8 types of resources.
With the AI Players identified, we proceed to brign them enought intelligency so they an recognize who are they enemies and attack them if they are nearby or in range.
This is the starting point for the Artificial Players. We created them, we give them some creatures and they will start to bring havoc to your poor human player soul.Well only if the algorithm works better than a monkey hitting random keys on the game.
In this state we analize and design the basic functionality of the Artificial Player. At the end of this milestone, we can play against the computer and have moderate fun.
We need to create a Battle Tutorial, to guide new players in the interface of the game.
A Second Alpha Testing phase has result in some improvement on the UI of the battles in the game. The concrete changes are as follow:
- Improvement to the reaction time of the execution of unit actions.
- Visual Identification on the unit with the actual turn.
- Visual Improvement to the turn bar.
- "Your turn startet" visual indicator.
- Graphic improvment to the Moverse action.
- Navigational arows for the main map.
I added some more functionality to the navigation Menu. More dinamic stuff and added the star, planet and region name.
The Main Menu of the game. This menu has some submenus . We have 4 basic menus. For now only the Navigation Menu is going to work at 100%.
This mark the start of the Admin Module. We fill here the basic containers for the new interfaces. Some more options to the system in general.
All the death armies, fill a space in the game. This can be innecesary in some cases, but as we cannot dissapear the carcass of the death units, ( because we might use them for some special powers in the future ) regular units may pass on top of them, so to not block the battle map innecesary.
The system is going to recognize when a battle as ended. this goes hand by hand with the AI, because the AI can win battles and the system has to recognize this.
For now on, the battle system in Xhelos is going to be in turns, instead of "real time". This make the game more tactical and also more fun ( coz i said so!). Apart for bad puns, this change is going to make my life more happy when programing the AI.
The message of Energy is out, is not so friendly. We are going to recreate all the powers and actions, so most of them cost no energy to be use. And all the units will have a Mana Pool of some sort, so all the mana consuming powers from the unit will drain the mana from the unit. The mana of the player is going to be used for more global powers.
In this version, the battle module is usable now. You can send Reinforcement to all planets, it would be a drag& drop interface thanks to the magic of jquery.
Better graphics and more army abilities. Better usability, in this version when throwing an ability you will feel the feedback of your action. Hope this can be understandable.
Here i migrate all the battle module from Mysql to Postgres
This is the Universe Itnerfase, Here we can navigate between all solor sustems. For now, we show only the solar systems in its respective coordinates, but in some more versions ahead, this view is going to allow us to enter to the solar system, also in the near future, the players inside the solar systems can be seen from this interface.
In this view, we can see the Solar System in all her glory. This view is going to be the base for the stellar paths between solar.
We created here the new Planet View. In this view ou can see al the regions of the selected planets, and move troop between regions. You can choose a region an see the players and their armies in it. Also you can navigate from the planet view to the selected region view.
Integration with the battle module and region view.Also we created a "select region box" so we can change from region to region.
Here we create the basic items for the navigation menu. Just the menu with some empty spaces. Of course we put some PHP logic to print some names on them.
Initial code to handle army effects. For example putting a shield on armies, having more attack and extras.
In this version we are going to develop the needed code to put on the game the initial effect code of the colony, like wining more resources and a new mana pool
