Log Entry #2
Stardate: -308844.3835616438
Most of us are now aware of the presence of the Official Multiplayer plugin coming.
When the Development for SoW began, there was (As far as i know) no clue that such an official would come in the nearest future. (Ca. 9 Months ago)
But i had thought very well about how to use Socket.IO , i even went that far, to make a tutorial about Socket.IO so others could learn to use it.
Then the news came on twitter "Multiplayer is coming", thats the point where i abandoned Socket.IO and saw new possibilities,
every unit would be abled to sync it's position with the enemy. Added to that, when i began the Development for SoW,
there were no RTS game made with C2 in that scale that i wanted it to do, yes, SoW is my first project and yes, i have/am reworking most parts of my first attempts with C2. My point is, that even though it currently looks like an impossible task to do with C2, it is possible,
since C2 is growing even further, beyond it's border, with every new Release Cycle.
But if you are new to C2, and now are thinking "Yes i can do everything in my first project", a good tip from me:
Make a test project, where you test out your idea before implenting it into the actual game, that way, you cant break anything while testing new ideas/functions &more.
Now to the actual progress of SoW, the Options menu is almost done (Yay):
And all the options in there are also almost working bug-free
Also, i have done some big additions, that i wont talk more about, since i then would blow this post away with information.
But, here is how I've done the Build Bar (Indicating how much time is left till the unit is build)
Example:
But of course we want it to be invisible when it's not active:
A bit of math: ((1.4-ObjectWithTimer.Timer.TotalTime("TimerForUnitBuilding"))/1.4) * 111
The normal explanation:
1.4 = Time for the Timer (The time it takes till the unit is build/deployed)
111 = Width of the Build Bar
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