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Grimfield is a turn-based 2D strategy game
Somewhere I used different naming conventions in fields' name.
The server would send a packet before the first chunk sending starts and it would initialize the map loading screen, which is just a simple X% loaded text.
Sometimes players able to desync the position of an enemy unit and after that the unit will lose their owner.
InvalidOperationException: Sequence contains no matching element
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func
2[T,TResult] predicate) [0x00011] in <87d9223270c747b5b01701ee6ec7a104>:0
at ServerSide.PacketHandler.MoveEntity (System.UInt16 clientID, Riptide.Message message) [0x0003c] in :0
at Riptide.Server.OnMessageReceived (Riptide.Message message, Riptide.Connection fromConnection) [0x00038] in <46d6985876f9440cabf0bd147268be12>:0
at Riptide.Server.Handle (Riptide.Message message, Riptide.Transports.HeaderType messageHeader, Riptide.Connection connection) [0x00038] in <46d6985876f9440cabf0bd147268be12>:0
at Riptide.Peer.HandleMessages () [0x0000e] in <46d6985876f9440cabf0bd147268be12>:0
at Riptide.Server.Tick () [0x00011] in <46d6985876f9440cabf0bd147268be12>:0
at ServerSide.NetworkManager.FixedUpdate () [0x00006] in :0
Every building could claim a box of land and higher level building could claim more of it.
Upon territorial collision with other players' building the shape of borders can change (to polygonal) and other building's can't claim other players' territory. So first placed get the whole terrotiry.
The first village placed by every player get's the "Capital" upgrade, which means it claims land in a much wider range (like 10x10). The reason for that is players only can build in their own territory.
Every entity should have its own entity ID (probably incremental, GUID would be too heavy for this).
This is important to do, because currently there is a chance for entity desync.
This would mean buildings and units could have upkeep cost.
Buildings can set upkeep depending on their level, if a building can't be paid then it would stop working for that time.
Units could have upkeep too, but if they not get paid it would cause either unit loss or attack everything. (For example a dragon would try to find food or destroy cities)
The built server terminal has already a command processor, but there is no way to input admin commands for server in editor mode
There could be different type of attacks to make the entities more interesting.
Different attack types could mean different damages and more way to use a specific unit.
Multiple bot difficulties and ability to add them into lobbies.
Flags are tiles and they claim a neutral 5x5 territory.
They randomly spawn on a map, but they can't be next to eachother.
The flag is claimable by players, however they're just temporary claimable by units. The flag will return to neutral state if nobody stands on it.
If somebody places a village above them then the flag's whole territory will convert to that player forever.
Their presence could make the gameplay a bit faster and easier to expand your territory (which is a hard thing to do right now)
Two wall type: wooden and stone
Wooden would be very cheap and easy to build , but also easy to destroy
Stone would be a lot harder and more expensive.
Enemies could not pass over them (only flyers) and some units couldn't damage them at all.
It's not yet decided if there is a purpose for gates, which function could be only allow passing for allied units.
Currently, as far as I know, the only thing that prevents bigger maps than 64x64 is the rendering part.
This could get some improvement, like chunks which are not visible for the camera shouldn't be loaded.
Instead of storing everything units and building seperated, it would be great to store them in a single Tile class.
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