What a frenzied month of development this has been for me! I got a lot of work done and you may have noticed more updates on this site as well.
I have stepped up work and blogging in the hopes of gauging what my baseline output can be when I dedicate regular amounts of time to developing Arborlands.
The result was a lot of bug-fixing, a restored feature, and a few new features too! I already shared the test count milestone last week, so now let me share a list of the things I actually did.
New Features
- Old Features Restored
- Create new route nodes by clicking on the route lines
- The route node deletion button is working again
- New Features
- Lands now have flags on their gauges that show which player is inhabiting them
- Nodes can be deleted by selecting them and pressing the “Delete” button
- When a player modifies the player color in the lobby, ready players are un-readied
- When a troop inhabits a land that is outside the vision network but adjacent to the vision network, that land joins the vision network immediately
- Map now generates spawn points for each player in the lobby
- Camera focuses on player’s troop on spawn (before it was just pointing at default “zero location”)
- Fixes
- Forest flags were not being set correctly
- Players no longer able to control forests that they don’t inhabit
- Troop selectors no longer showing troops that belong to other players
This is a decent list for nights-and-weekends! (patting myself on the back here 😌).
Here are a few videos showing some new features:
Thanks for reading along with the project! You can also follow Arborlands on Instagram and the Twitters.
