Team members: Aleksis Zalitis, Sander Stroom
Some settlers have arrived on an island. Each one of them wants to grab as much land as possible. They have to manage their resources and build technologies to increase their production and land-grabbing abilities. The first player to gain the majority of the available points (land), wins.
Milestone 1 (18.11)
Map, grid creation (terrains), player movement (Dijkstra), resource objects, resource gathering, HUD (resource screen), networking basics.
Github link: https://github.com/pixenix/explorer
Sander created the initial sprites for the game so there would be anything visual to play with. This included the terrains, player units (red circles) and resources. The game grid was copied from HexSnake game and changed to fit the purpose of Explorer. In the end, Dijkstra algorithm was used for unit movements and the game displays the range where the unit can move from his current position.
Alexis created network basics based on the previously mentioned things - movement of player units works online.
Heiti created resource gathering and the HUD to display the gathered resources (with passive income for each).
The most problematic thing was to make movement with the mouse work and how to destroy the correct game objects when they are not needed. The game has a bug when playing online - some game objects are not deleted when the second player logs in.
Milestone 2 (02.12)
Game management (turn order etc), building, other actions, winning condition, networking improvements.
Sander worked on adding buildings to the game and calculating player points for the winning condition. Initial winning condition check method was added but since the game is not finished, it will probably change a lot. Some refactoring on the map objects was needed, movement functionality was changed and the Dijkstra algorithm was improved.
It was a busy time for other team members so networking was not improved. Sander decided to implement game management only for offline mode. Currently the game only allows players to move their units and end their turns. Building action is not implemented.
Instead of the initial plans of developing networking, more work was required on the graphical side - buttons for player actions etc. These took priority over the previous ideas.
Milestone 3 (16.12)
Technologies, logging, art, sounds, networking improvements.
Sander worked on fixing things that were not quite finished in the last week and adding better graphics (basically same with higher resolution). Player actions, refactoring code, winning condition. Main menu for starting a new game and an end-game screen for when one of the players wins.
You can now play the game from the beginning to the end, building objects on the board until one of the players has enough points to win. The winning calculation is not final, there may be cases when neither of the players can build anything else on the board but neither of them are able to win.
Networking is put on hold for now, making the game work offline first.
Aleksis and Heiti worked on UI improvements. Technology UI was created (but not finished). Some sounds were added to the game.
Final product (TBA)
Sander was busy with a project in another course. Aleksis said he would finalize the game, do some balancing and correct the GUI.
Sander removed the buttons from the GUI which had no purpose (functionality not added). Technologies, roads, towns were removed. The game is essentially a Civ5-ish builder war - whoever builds on the most locations or manages to block in another player, wins.
Heiti was able to get research tree working. Updated game graphics and fixed old bug, where resource per turn was not displayed. Dropbox link: Explorer