I spent most of the week fixing various parts of the game that stopped working after the introduction of multiple sites. Since every site has its own local clock, in addition to the global game clock, I had to go through all the game mechanics that work with time and decide whether they should use the local or global clock.
There were also problems with portals, summoned creatures, immigration, recruitment and more. I’m trying to keep everything simple and not introduce a lot of special cases in the code, but it’s not easy 🙂 (but then, developing this game has rarely been easy 🙂 ).
I realized that free movement in the overworld map isn’t very interesting. Choosing the base location also lacks any consequences. As things stand, there is no reason at all for the world to be set up as a grid. This needs to change. I decided to introduce the concept of “area of influence”. This will be a set of sites on the world grid where the player is allowed to travel and attack, and only these sites will ever attack the player. Conquering enemies will enlarge the area, and will activate more enemies and allies, where one can trade or recruit. Hopefully this will create some interesting decisions, including where to locate the base.
I’m still torn whether or not to add fog of war to the world map to initially hide some areas. This would obviously add a surprise element, but on on the other hand I want to give the players control over what enemies they’ll face. Especially when they download retired bases from the cloud. You never know what’s in there.
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