joulukuu 2

Right so far today I have managed to put the blog up, which … shouldn't have been so difficult but I no longer have a simple web server, I have a cluster of containers so of course I have to deal with overengineering of that.

Yes, it makes it easier to host a number of unrelated things on one ip and do https with a reverse proxy.

No, it makes no sense for hosting multiple static web things on one ip.

Actual code

So now off to do some löve coding!

HOW IS IT 2200 already

What I got done

Code: Documentation is coding. Preparation via documenting and laying out steps is coding.

I figured out the method of doing the hex grid, which will be how it is on all systems (cuz this plan is to eventually have this project across C64, Amiga, MSX, SNES, and löve.)

Luckily PyDpainter helped because there were some things I just needed to do with pixels, and other tools just weren't cutting it… obviously PyDpainter rules but I didn't go to it first… C64 wasn't possible at this point because I needed pixel counting and the whole idea took up half-blocks at first… but that was TOO small.

Also compared to another game of this style (but not using hexes) and - yes, the screen size is similar, AND it doesn't use half screens like I was thinking it did. It uses overlays. So I'll need to figure those out, but they aren't there in ALL cases (like movement.)

So I got somewhere, and tommorrow I will actually do some initial steps in drawing the grid out… maybe even get to some of the map parts (as I'll need that for "moving around" and "enemy movement" and "combat calculation")

  • no this won't be exactly the same type of combat as other things of it's ilk.
  • ok time for publishing and bed