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Somewhere between Conway's Game of Life and Sid Meier's Civilizations

Home Page: http://wildlyinaccurate.github.io/civilizations

License: MIT License

JavaScript 51.65% CoffeeScript 46.38% CSS 1.96%

civilizations's Introduction

Kia ora! 🌊

Ko Joseph ahau. Nō Ōtautahi, Aotearoa ahau.

I'm Joseph and I'm from Christchurch, New Zealand.

If you want to know about my experience and my projects, you can find them here.

civilizations's People

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civilizations's Issues

Better expansion handling

Need to find a better way of doing tile expansion than just doing a single pass over the tiles array.

For example if [4, 4] is coloured due to expansion, nothing before [4, 4] can be affected by the new colouring.

AI

I imagined several levels of AI. Some (like "intentionally stupid") maybe don't make sense in the context of the game, but they will be interesting to program.

  • Intentionally stupid: goes out of its way to pick tiles which won't win it any tiles
  • Dumb: picks random tiles
  • Easy: picks a random tile that it owns, and tries to use it to win an adjacent empty tile
  • Medium: Same as easy, but also tries to get combos
  • Hard: Same as medium, but also aggressively tries to take control of other players' tiles

Delay before CPU turns

It can be confusing if the tile you just coloured is taken by a CPU move straight away. A small delay before each CPU makes their move would allow you to see what happened.

Infinite loop bug

To reproduce:

  • Only one empty tile left
  • Player's turn
  • Player clicks on empty tile

It gets as far as "Player 1 placed tile..." but never updates the stage.

Animations

It would be clearer if newly-coloured tiles animated to better show CPU moves. Perhaps tiles which were coloured by assimilation could have different animations.

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