I put in everything I need to run an A* pathfinding algorithm today, it is getting a bit late, so I won't be able to hook it up to unit movement tonight, but it is a relief to have it in. Units will be able to plot courses via sub hexes, avoiding mountains, taking mountain passes through ranges, and be blocked by oceans.
This upcoming week the Senate is taking up the state budget bill,(the one i was busy with when it was in the joint finance committee) so i'm going to likely be putting in 16+ hour days, hopefully they will get it passed by friday, which will mean that I'll have a normal schedule the rest of the summer, plus some time off.
Are you planning on an MMORTS style game, or are you planning on something like Starcraft or Warcraft, where you build a base for each game, and have a small amount of opponents, stuff like that.
My vision is more of an MMORTS. I would want the player to have a persistent airland that they continue to improve as they play across a long period of time. The best case scenario I see for this is perhaps something like the old space MUD tradewars, where people can set up their own servers, and can play with a relatively small group of other players by MMO standards, but many more than in a 15 minute starcraft 2 game. This would also allow hosts to dictate how they want to run their server, i.e. if they had periodic resets, or were simply open ended.
Ohh in that case my interest has been restored. Unless the element is the Crafting and skill system... but that doesn't make sense.
Crafting is the first thing I have planned that I'm expecting elements to be used within, so it seems like a good point to start fleshing out their existence in the gameworld. It is definitely on the back burner right now, as I build the skeleton of the game, but an array of elements will have a big place in how you play the game.