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Jun 19, 2020 - TypeScript
turn-based
Here are 141 public repositories matching this topic...
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Jun 12, 2020 - GDScript
А то у меня только картинки в обзорной секции-то. Надо написать хоть пару слов про туман войны, влияние местности, реакционный огонь, систему морали и т.п.
Right now I have some pictures only in "Overview" section. I need to add some words about fog of war, terrain, reaction fire, morale, etc.
For now this is purely for local games, not networked.
- Map selection
- Number of players
- Team setup
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Apr 16, 2020 - GDScript
There could be new starting positions for realms. Ancient could start in middle of the galaxy and rest of the realms from outside of the galaxy.
Could be useful to have a benchmark to measure how many events can be fired per second.
We could think of running one bench with only DummyEvent and another bench with StartRound and EndRound in sequence.
Keep in mind all events end up in the in-memory timeline and we shouldn't allocate too much for a benchmark.
Add zoom to main map
The main map should react to zoom and increase/decrease the part of the world map that it displays (with the transformation anchor as the current mouse pointer/the center of the map) within some reasonable values. The zoom should either react on the scrool wheel of the mouse or a setting in the preferences (maybe in percent of the natural size).
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Jun 27, 2020 - C#
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Nov 5, 2017 - Java
Per dialyzer:
nuk_user_session.erl:30: Invalid type specification for function nuk_user_session:new/0. The success typing is () -> #{'user':=#{}, 'username':='anonymous'}
Indeed, the opaque session() type defines username => string(), and we are setting an atom.
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Mar 17, 2019 - TypeScript
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May 3, 2020 - Pascal
Right now the player can bring his whole faction to a combat mission. Instead we should allow him to add eight characters to a squad which will then be used when loading the combat mission.
Allowing blueprints to export themselves as a single function decreases the friction of development.
Use case:
Blueprint = function(...) {
}
Internally:
if (typeof Blueprint === 'function')
Blueprint = { name: Blueprint.name, in: Blueprint }
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As mentioned in #35, it would be nice to have a circleci build alongside Travis. It doesn't have to handle code coverage, just compile and test the project.
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Add a short "Guide"/"How to play" section describing UI, basic game mechanics, agent types, effects, and abilities.
Use images and GIFs.
Check WarbitsManual.pdf as an example of a good guide.
Related to #420 ("Clarify how movement limits work")