Perhaps perfection is not an attainable state, but rather it is an outgrowth of something which is capable of continually adapting. In this way, the creator's universe can be perfect without being perfect. I spent most of this weekend in the design phase: adapting.
I finally started coding a bit on Monday. I actually got around to adding some nifty dynamic map generation routines that include rivers, rough, and grass - a new map every game.
Note that this is zoomed out much further than the game actually plays. The graphics look much better at the set 8 view. I integrated and heavily modified 3 turfs from RealQMark's MobsTurfs library. I might just add some beautification code to take off those rough edges between spaces, but I am concerned I might run up against a buffer limit.
Other things done this weekend include phasing out the idea of customizable vehicles (it's just a lot cooler to have more specialized vehicles) and adding a slew of code under the hotkey system. I think I technically could have working hotkeys now if I actually added controllable units with working functions in them.
I'm feeling good about this design. The GUI design is down pat and partly implemented. I've kept the exterior idea of defending a colony against waves of invaders that only increase in intensity the stronger your colony gets. As of today, I've established a great place for the action to take place.
Now, I just have to fill in the blanks. Future milestones to tackle:
- Getting a vehicle added and following a movement queue. (I've done this many times in other prototypes.)
- Figuring out what, exactly, is being fought over. My current design calls for pre-built structures, but perhaps I could do something a little more fluid.
- Adding the opposition. I'm thinking of waves of enemies, tower defense style, but with a few interesting twists. They should be good fodder for the cannons, but they'll not be without cunning.