In-progress, slow-moving draft of a lousy game inspired by Greed Corp
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In-progress, slow-moving draft of a lousy game inspired by Greed Corp: Build Status

Work remaining

In no particular order:

  • Convert serialized data into some sort of dump for visualization/debug
    • Sort out representation for various tile elements
    • Sort out coloring for different player ownership
  • Make world generate/dump drivable via stdio
    • Use pstreams to invoke neato
    • Use linenoise? Or just rlwrap
  • Input of S-expression commands/actions
  • Destruction of a hex due to its height being reduced by one (e.g. mining)
  • Output of S-expression commands/actions
  • Determination of whether or not a particular player has pieces remaining
  • Destruction of a hex with "splash" destroying linked marginal hexes
  • Process a player's start of turn, including height and resource per mining
  • Enumerate/label units/resources which have not "moved" yet this turn
  • Commands/actions represented as S-expressions
  • Tweak BFS into something a-star-ish
  • Command/action enumeration and then subsequent processing
    • Movement of walker, possibly with attack
    • Creation of base
    • Building of new walkers
    • And so on, which will require replaying the original game a bit
  • Clean up and refactor (e.g. split headers from implementation files)
  • Hashing functions could use some love.
  • Nicer backtraces?
  • Upgrade Catch to latest version, involving some breakage fix
  • Monkey around a bit and determine next steps