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Author Topic: Empi: Ruby Edition (v0.25)  (Read 5817 times)

Detros

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Re: Empi: Ruby Edition (v0.23)
« Reply #15 on: August 25, 2020, 05:33:05 pm »

v23, 2020-08-25 (README, CHANGELOG)

Now there is a title screen instead of just that little quit confirmation one. It is used both as the first screen to be shown and as a main menu accessible via Escaúe key from the play screen. As the game no more needs to start in play screen on some specific map this new main menu can let player to choose which scenario they want to play. One can thus both restart active map or start some other map without messing with the code and restarting the application. Adding save/load ability would still take some time, though.

One of the important game systems got changed: factions are now separated. This means each turn is split into several faction turns and each active player can give orders only to units of xyr faction. Details about state and action of units of (the) other (enemy) faction(s) are still accessible but that is to some level going to eventually change: one should be able to see what enemy unit is where (as long that not-yet-added fog of war allows it) but not what those units are doing there or what their  intentions (functions) are. But before all this exciting stuff the even-numbered (next) version will be again more about documentation, smaller updates and various fixes.
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Detros

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Re: Empi: Ruby Edition (v0.24)
« Reply #16 on: October 22, 2020, 06:21:27 pm »

v24, 2020-10-22 (README, CHANGELOG)
The feature of removing the old project from captured towns so that it is not disclosed to the new owner has proven to be a problematic idea. I thought I have already covered all possibilities to get a crash (due to project not being set) in the previous realease. But no, there was at least one more left. So default build projects were introduced to both deal with that newly found issue and to hopefully make sure this whole group of issues is done for good. So freshly captured town now automatically defaults to Army instead of leaving project empty and only after that player gets to choose which project they want to work on there. This also means that when one captures a town and is fine with training Army there one can just use Escape button to close the build screen but to still have Army set.

Axes were added on the left and top border so one can more easily work with the coordination system. In some next release I would like to add a Settings tab and use the visibility of these axes as one of the starting options. In the docs department, CONTRIBUTING file was added. It lists how can one help and also which gittings standards are used in this project. Now on to more features, possibly finally those victory conditions...
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Detros

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Re: Empi: Ruby Edition (v0.25)
« Reply #17 on: September 12, 2021, 06:44:07 pm »

v25, 2021-09-13 (README, CHANGELOG)
Victory conditions, or at least one, are here at last. Game now recognizes Annihilation ‒ when one of factions loses all its units, the other one wins. Win screen shows the summary of state, one can either go back to menu or select to continue playing. Until next map is started one can return to win screen and from there to the current (won) state of game. Speaking about menu, there is a new item ‒ Settings. For a start, as mentioned higher, it allows one to pick at which of the four borders should axes be shown (possibly even at all four though numbers may get messy a bit in the corners then). As there is no saving feature yet, though, selected settings currently get reverted back to default values when Empi is closed.

On the UI side skipping and cycling were added. These both refer to changing which unit is selected, one either skips to next unit waiting for commands (in locked mode) or cycles units on current tile (in freeroam mode). This enabled giving orders to transported units while in freeroam but it has also shown multiple issues in how transported units (mis)behave. Few of them got dealt with now, but things like units being removed from bad transporter (armies leaving ships in town get removed from town cargo instead of ship one which can lead to that unit shown at multiple places) fell out of scope of current release. And next version number is even so there really is time for some more polishing again.
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