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Home Page: http://hivega.me
License: MIT License
Hive
Home Page: http://hivega.me
License: MIT License
we need a license. talk about it as a group.
Let's make the code base a little less sketchy?
To allow for more interesting gameplay and because of new features like cave generation, we should have larger map sizes. Though good for the advanced player, new players might feel it too big a problem to tackle. Maybe also add a map size option when generating a new map?
Use an interesting function to control the spawning rate vs sugar level.
Currently, some poeple users are assuming that the play button always loads the new from the editor. the UI should make this process more obvious, possible through more explicit instructions, or through an indicator when the code in the editor has been modified since the last refresh. I will probably take care of this when i have time but feel free to beat me to it
Right now we have a bunch of code written by a bunch of different people with a bunch of different styles. We don't even have consistent indentation levels between files in the project. We should standardize things like indents and identifier naming conventions. Related to #8.
These could be fun additions to the win screen. Blocks dug, a graph of population over time, sugar collection over time, etc etc. whatever would be interesting to the player
Combat might allow for a more interesting AI. Giving the ability to attack(direction)
for micro and attackRandom() as a high level attack a near by ant if it exists could be cool. Ants could have n (3?) health. Means a 1v1 would result is both ants dying but a 3v1 would result in the 1 dying and one of the 3 loosing 1 health. Stacking ants would prove to be overpowered so we'd need to implement the "stack" idea we had previously. Attacking diagonally could add more interesting behaviour but Erik mentioned that all other commands only work in 4 directions.
Reminder to speed up rendering by using the technique that one guy suggested.
currently, the only terrain gen we're doing is digging out openings around sugar deposits. this looks good, but the only strategy implication is that it makes it easier to find sugar, in a fairly translucent way. After seeing this image again, I think it would be neat if there were some very minor natural tunnelish openings that smart ants could use to their advantage to save themselves digging. A few different algoriths for terrain generation would be easy to test out. Other optional terrain features could include variable soil density or tough stone, variable sized sugar deposits, you name it. Anything that was too exotic and required a ton of special casing for players would be bad
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