Phase 4 development begins today. I'm also happy to announce that I met with Panda for 2 hours yesterday, and he finally has the time to jump in and help with some coding.
For those that may be following along, but don't feel like scrolling back up to the very top phase 4 is about coding the game engine. Work wise, this is likely the largest section, and probably makes up between 25-40% of the actual work.
Within this section, there are 6 primary modules to be coded. There are 3 primary game engines:
1. Process Movement Orders
2. Process Combat Orders
3. Process End-Turn Orders
There are 3 secondary game engines, which pre-process the potential valid orders before each of these above phases (i.e. the 'Movement Pre-Processor' module determines what valid movements a given piece can make and ensures that the orders screen doesn't present invalid options. This will be most challenging with the weapons pre-processor, where we have to pre-validate all the possible targets).
A number of the classes still need updating as we go to add in necessary support methods or properties, so that will also add some work.
Hopefully we can release alpha versions to play with each of the three engines as they are ready.
By the end of phase 4, we should be able to fly around ships and have them shoot at each other, etc. I am not initially planning to code in any of the pilot class stuff *yet* but it may become necessary. The missile class and the environmental object class (aka flak/asteroids) are also not yet even started, and both will be necessary before this phase is done.
The movement engines should be the easiest, and I will work on them first. Panda is going to start sketching out some general support functions for ranging and line-of-sight in preperation for the combat engines.
For those that may be following along, but don't feel like scrolling back up to the very top phase 4 is about coding the game engine. Work wise, this is likely the largest section, and probably makes up between 25-40% of the actual work.
Within this section, there are 6 primary modules to be coded. There are 3 primary game engines:
1. Process Movement Orders
2. Process Combat Orders
3. Process End-Turn Orders
There are 3 secondary game engines, which pre-process the potential valid orders before each of these above phases (i.e. the 'Movement Pre-Processor' module determines what valid movements a given piece can make and ensures that the orders screen doesn't present invalid options. This will be most challenging with the weapons pre-processor, where we have to pre-validate all the possible targets).
A number of the classes still need updating as we go to add in necessary support methods or properties, so that will also add some work.
Hopefully we can release alpha versions to play with each of the three engines as they are ready.
By the end of phase 4, we should be able to fly around ships and have them shoot at each other, etc. I am not initially planning to code in any of the pilot class stuff *yet* but it may become necessary. The missile class and the environmental object class (aka flak/asteroids) are also not yet even started, and both will be necessary before this phase is done.
The movement engines should be the easiest, and I will work on them first. Panda is going to start sketching out some general support functions for ranging and line-of-sight in preperation for the combat engines.