Tactical Map View #40
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That's the actual tac map or the main view? Keep in mind all the Brain AI stuff and TechScript stuff is paper theory. If you want to hand off what I have to Claude and start implementing it, be my guest. The only thing it's really lacking is some polish on the text. The design doc is solid as it is. It's your code base too so you'll have better results integrating it. Case in point, I started working on the UI port last night and I got it switched over to using ImGui for the game engine, but there's a bunch of hard-coded UI stuff I'm fighting with in regards to resolution right now. I have Claude, GPT and a local LLM reverse engineering Bane of the Cosmic Forge for my Dungeon Crawler Construction Kit. As soon as it's finished and I can make my data files for Wizardry type game mechanics I'll be at a resting point where I can move back to MC2R. |
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I have finally got the tactical map view working. here are some screenshots.


above - full zoom out, squad level view. can click card and maneuver. shows where the squad leader is headed, and gives basic info: idle, moving, engaged, etc.
slightly more zoomed in here, gives individual mech icons. all of these mech icons are 'live' and should show damage correctly.
@Methuselas this is where I was going with the AI questions - soon you'll be able to split a squad and give them something like a flanking order/mode/behavior, and coordinate it from the tac map. then zoom in and override or maneuver however you like. still just an idea, but the pieces are coming together!
Is there anything else you'd like to see? I am thinking of adding things like a "thermal view" or something for actual night missions. not sure how to balance it with the original game
edit to add separate squads, updated icons below

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