ID:87484
 
Good evening...

I had a little bit of an unexpected transition into HOST control today. Never underestimate the amount of work required for the UI. This is always such a HUGE todo. None of it is hard... it's just SUPER time consuming.

Visual Changes...
- Change the map to dirt on a whim and I'll explain why shortly.
- Added solid debris to the map (Rocks/Lakes)



Host Control Changes
- Cleaned up the Host window
- Spent a bunch of time getting all the control states right for each option
- Added End Game
- Added Reset Game
- Added Randomize Map
-- Randomize dirt
-- Randomize debris
-- Randomize base placement with some rules
-- On start, it randomly chooses a base for each player.
- Added Reset Map (Leave random map as is but clear units and reset bases)
- Added Default which puts us back into a clean map with bases in each corner.

Admin Control Changes
- Added auto split feature to ease burden of testing
- Opens the admin panel on 50% of left screen
- Opens game on 50% of right screen
- Opens Host window in middle low of screen
- Auto starts 4 AI

AI Changes
- Random attack from 0-MAX instead of just MAX

The couple interesting things that I came across since yesterday.

1. Working with generic names like Resource1, Resource2, and etc is challenging. I keep forgetting what the resource is. I gave up and provided names like Metal & Energy.

2. Building without a theme seems best. Build up your foundation with generics first. As the game starts to come together in a generic way, all those theme ideas flood in like they usually do but its ok. I don't have to change anything with my generic design. I just add more generic features to support the new ideas. I think this is key to a design it as you go approach. However, this is challenging because I keep finding myself thinking about a new theme and what would be needed. As an example, adding cement for the tank game to increase the HP of a building. Instead of adding cement to the game, I need to add "foundations" to the game.

3. I find that my AI approach is working well. Step 1. Build the AI loop. Step 2. Add an action and get the AI using it. 3. Hook up the player controls for that action and test it. Going too far before testing the player controls seemed risky.

4. I'm still avoiding the AI aspects for some reason. It may be that I'm not sure how the AI should act because I don't have a theme. We'll see.

5. I have three theme ideas so far.
- Tanks on dirt (mostly as seen)
- Goo, viruses, and organics. Artwork would be a slight challenge for me.
- Space

Which leads me to the generic RTS thing. I should be able to let EACH player choose a preferred theme. One player can play a space RTS game while his/her opponents are playing a tank or virus game.

This idea is not new. I've thought about it for years. The reason it wouldn't work out that well is because players can't have meaningful conversations (chatter) when everything is different or unknown.

Another issue is that it calls out how generic the game might be.

Hrmmm... could make a game where the objective is to spread your theme across the map in "Theme Domination". lol.. ah well...

What's Next?
Sulk some more about missing out on a needed opportunity and then...wonder why I'm sinking so much time into a random idea instead of other things. This random idea could very well cost me a month.

Anyway...
- Add player eliminated checks
- Add end game checks
- Add more AI control to host such as remove AI player
- Keep working on everything which is generic and avoid the theme for as long as possible. I'll just write them down for now.

ts