I’ve given some more thought to how I’m going to structure future updates, and I feel like I’m pretty close to completing the base system at this point. That does not at all mean that I’m done adding features, just that I will be adding those features through example maps. This deviates a bit from my earlier plans where I intended to include support for large units, multilevel grids and touch controls before moving on to making example maps. There are a few reasons for this. Firstly, large units and multilevel grids are absent in many turn based strategy games, so including them by default will make the blueprints larger and more cluttered, while only benefitting some users. Also, both features will cause a very slight decrease in pathfinding performance, making it even harder to justify setting them as default options. Meanwhile, touch controls will require a rewriting of some parts of the toolkit, and I think it will be easier for users to have touch controls examplified in a separate map compared to having loads of branch statements checking whether the playes is using touch controls or not. I am not fully decided on this approach yet, however, so I would like input from any users reading this as to what they wpuld prefer. The future maps and features are currently planned as follows:
Mobile Game:
- Touch Controls
- Pathfinding and visibility spread over multiple ticks
- Using and animating 2D sprites
XCOM-like:
- Multi-level grids
- Destructible terrain
- Cover system/accuracy
- Fog of War
Dungeon Crawler:
- Large units
- Procedural Generation
- Advanced attributes/leveling up
- Advanced tactics (flanking etc.)
4X Strategy:
- Building units/buildings
- Pathfinding over multiple turns
- Unit troops consisting of multiple skeletal meshes
- Neutral/Friendly AI
@Wisdom-: Ok, good to hear. When I make a new video showcasing the new features transitioning should become even simpler.