Still going strong.

Had some set backs… One of the kids stuck something in her ear, myself and wife spent hours trying to get the damn thing out.
Still not advancing walls, but I’m hoping they will be there tommorow sometime.

Had some set backs… One of the kids stuck something in her ear, myself and wife spent hours trying to get the damn thing out.
Still not advancing walls, but I’m hoping they will be there tommorow sometime.

Sorry for the crappy camera. Everything is set up. I have to come up with some simple idea now.
Got up a couple of hours ago and made myself breakfast. Here is my food in progress:
I ended up with enough food for both breakfast and lunch, which is nice. Unfortunately for the competition, I had to leave right afterwards for swimming lessons with my kid, so I’ve only just returned. Here’s hoping for a productive day!
grrr had trouble coming up with something. have finally committed to an idea at the least. here be a mockup:

time to get coding now…
In the beginning is an empty room with little people (white boxes) in it. The poisonous gas starts to flow downward from the top. The people start running from the gas (red boxes) when they smell it. They die after some time (black boxes). You build additional walls to manipulate the gas. By manipulating the gas, you can poison people differently, and make them flee to different directions. The control is somewhat indirect. This can be the level editor, or it can rather be the gameplay itself.

As you can see, this is still a toy. When it becomes a game with a backstory, you’ll probably have to kill some guys and rescue others. There’ll be some sound and graphics too, hopefully.
You can test and comment on the prototype:
Download fidaner-LD14-prototype1 (Windows)
Keys:
Enter – Restart
LMB – Put wall
RMB – Delete wall
MMB – Put agent
I’m open to new ideas too.

away from windows atm, so haven’t got to see it in motion yet.Tags: motivational, poster
Okay so you’re a little green blob (Called Jamie) you fly around a lab of some sorts just because you can. But oh no! You’re slowly desintegrating, and so you must smash things to regain health and try to escape.
At the moment he’s only got tables to smash but soon he shall have so much more. (Jamie shall feast on flesh this night.)
I started hacking around in Z Game Editor to see if I can get anything happening that I like,. .
So far I got some cube jumping around on a wall of blocks,. mostly working out the collitions handeling and looking for a fun mechanic for movements,. first game idea was just to shoot at an advancing wall,. but I will see how it developes,. .


I named my game. So far, you control an automated wheelchair and navigate the trickiest urban terrain. Here’s the catch: A giant lazer is coming in after you! Here’s a little picture of preview-mode, which allows you to check out the level before you play it.
Rather large screenshot. The game automatically adjusts the screen resolution to reduce blurriness. It also gives the game a “retro” look because the view in the room is 320×240, half the size of the resolution. Now, an in-game screenshot.

As you can plainly see, the wall of doom is catching up on me. I intentionally did badly just so I could get the wall of doom in the screenshot. 😛
Anyways, so far, the game has 1 level, 1 tileset, 2 blocks (green and purple), a wall of doom, and a wheelchair. And don’t forget preview mode! 😀
Just added the keys and doors mechanic… Keys and doors can have 8 different colors, and a door can only be opened by a key of the same color…
Moving/crushing blocks add to the mayhem… 
Next stop is to build the lava, the spikes, the enemies, the spawn area and the exit situation (so you can actually win)…
I’m trying to get everything done gameplay-wise today, so that I only have the sound, music, gameflow and level design to do tomorrow… Also have to find a backstory of sorts, so that this looks like it has a purpose…
Oh, and a name would be nice aswell…
Well, gameplay is progressing. The camera sucks, the temp art is temp, but you leave trail and move around.

Went outside with Q (my 5 year old) and decided to take some shots with the camera of the ground to liven up the images. Going to use some other ones to do the maze.
Turned the player from a circle to some hand pixel art – does not look quite right – may go back and re do that if I have time.
I have to build some levels and test – may rework the wall of death image – I have a shot of some bricks may try that,
I have to leave for a while (couple of friends want to go to the casino, really couldn’t deny them), but it’s just as well… I’m at a bit of a low point right now, don’t know if my game mechanic will ever work out. It isn’t even worth showing a new screenshot as so little visible has changed.
So, I’ll take my head off it for a while, have a couple of beers probably, and later we’ll see.

Hooray, I’m going to do my Ludum Dare thingie. I was in a place called Macau and now I’m back in Hong Kong feeling like the luckiest/awesomest person alive, doing the 48 hours game development competition in such a cool city on such a great extended vacation.
Tags: Add new tag
SNACK BREAK!

This has been lying around in my house for a week. “Why not have a snack?” I asked myself. Tasty, these are.
Back to work!
I think I’ve just spent the last 3-4 hours completly rewriting my fleet movement/tweening code like 4 times and back again.. and have FINALLY solved my #$^$!@ engineering problem…. arg.
Need a break now… but the good news is I finally have smooth movement of the fleet in all directions and it doesn’t matter how many echeleon patterns you are shifting through…. it is all fine dandy.
Don’t ya love programming? 😉

A sidebar, A scroll window, some trees and a collection of houses.
Its progress, I suppose, but I’m a long way off the game I had in mind: a rolling-fortress-of-evil simulator, where you must manage your staff, purchase rooms, etc in order to keep the “wall of doom” crushing everything in its path.
Hopefully I’ll get the actual fortress part in there soon…
Tags: houses, screenshot, scroll window, sidebar, trees
After the first five-six hours or so I’ve gotten the basic gameplay working. The game design is a turn-based strategy game where you control a kingdom fighting yet another Dark Lord and his advancing wall of darkness and orcs*. I wanted the wall to bulge inwards when it hits a city, but LOVEs polygons don’t seem to like being concave very much.
* Does not contain any actual orcs, or any kind of graphics yet!
I’m doing a strategy take on the theme. You use your resources to conquer the cities on the map. Any cities you control builds a wall between themselves, that the other army can’t cross.
I’m afraid I’ve bitten off more then I can chew. With wife, kids, and such, I don’t think I’ll have enough time to complete it. Originally the idea has a little turn based battle happening for control of any give city, but I definitely won’t have time to complete what will turn out to be two games. Of course, I’m only 4 programming hours in, so who knows what will happen.
Getting a late start here, due to a power outtage. >:(
I’m going to be using wonderfl to code a sort of life sim. Is anyone else using wonderfl?
Tags: peak
The game is now playable and has a working end condition. It’s not much fun yet, but that’s OK. Download source.
map collision, object detection, wsad and arrow key keyboard support done
analog / digital joypad support comming in next, then its off to make a camera, and finally start to polish this thing into a game

OK, with 33 hours remaining, hamburger’s finally going to start thinking about getting started.
“Advancing wall of doom” is a pretty morbid theme, guys. I feel compelled to make a game about the original wall of doom, that one that is advancing upon us all – death, of course!
I picture myself on my deathbed, waves in my head slowly shrinking to whispers, then nothing. I have a little bit of energy left in me, but not enough to run the whole machine of my body. Should I focus it in my eyes, to see my loved ones around me? Or in my ears, to hear what they’re saying? Or in my hands, to feel when they hold them? Or should I focus all my energy inside my head, to keep those waves alive?
Is this a game? I hope so. I’m going to try to run with it. If you have any suggestions, please make them. 
Tags: advancing wall of doom, concept, death, deathbed, dying

If they could be happy with anything, ofc… 
Finally got a functioning game! You control the bug, and you have to get to the top by jumping on the ledges. Oh, and don’t get hit by falling cans.
Tags: gameplay
Physics are mostly done, and a jetpack to boot! Gotta work out some weird sticking problems and do better collision response. Added some simple particle effects for the jetpack.
Off to lunch now.

I’ve decided to enter my first LD, we’ll see what it brings. So far I’ve got a quite playable bouncing ball that’s being chased by an autoscroll. Next is to add traps and special kinds of tile.
Here’s a shot. There will be a deadly wall of spikes on the left…

When I heard about the theme, this was the picture that got in my head (or at least something like lava where you have to escape). Doing good so far (still having to calibrate, as the monsters are still too strong right now :D)

Didn’t take a pic of meal a few hours ago.. but here’s one from evening meal:
Morning coffee leftovers (with fresh milk) heated in microwave.. again a Karelian pie, this time with some tasty meat aspic on top. The tomatoes are there just to fool you again.
Tags: food
What I’ve noticed during the programming of this game: I code too “cleanly”. I waste time with making stuff be in seperate files and stuff. I got like, 17 files or so and what I got now is this


Tags: tigs

Fortunately, I came up with some simple idea. So I started working on assets. This is what is done so far. I don’t think I will need more. Now onto basic engine.
Oh yes, I will mysteriously reveal my progress, in a very mysterious way. This way, you can all see what I’m up to, but not! Anyway, the gameplay is working pretty well now, and it’s not turning out too badly. There are still a few things I can add, but I’m pretty happy with the progress so far. Here’s a screenshot.
Tags: journal
So, I “cleverly” avoided making a saving system with something that actually turned out becoming harder than just regular saving: Level passwords. Each level has it’s own password, and if you enter the password into the menu, it goes to that level. Seen it before, right? Well, I took it to the next level.
The next level would be file writing. After quitting each level, it will tell you the password of the level. Then, it asks you if you want to save that password onto password.txt. If you say yes, it will write the password of the current level to password.txt, otherwise it won’t. Then, in the password section of the menu that allows to to go to a level, it will show the default password as whatever it reads in password.txt. Thus, the password default is the most previously saved-at level. Convenient. Unfortunately, this took a huge chunk of development time – I’m still working on level 3.
Also, I ate a pizza slice for lunch. I don’t have a camera, so no pic. 
What’s a Ludum Dare contest without a lunch? Off to eat my noodles!
Oh, and baldies can now throw double cans.
http://willhostforfood.com/access.php?fileid=63191
Download there. Arrow keys to move, Z for sword, and X for magic.
When an up arrow appears over your head next to a castle, it means you can buy an upgrade. The big cross ups your HP, the sword raises your strength, the other cross thing raises max magic points and the square summons a guy to run into the wall in an attempt to slow it down. Magic uses your strength at long range, but has limmited ammo. Still work to do, but its playable as it is.
EDIT: Also, hot dogs for lunch after two hours of shoveling mulch.
Right, all the gameplay’s basically there – now it’s just a matter of filling things out with sounds and traps. So, here’s an alpha version (Windows only, I’m afraid): http://www.niallmoody.com/downloads/ld14/DieYouStupidHurdlers-alpha1.zip I’m really surprised by how well this thing’s gone so far. Any comments would be most welcome 
Also, what I had for dinner:

(cheese and tomato rice, plus Irn Bru)
So the design of the game is fairly established now. It looks like the core mechanic is a food chain. There are different varieties of little creatures which occupy various niches. All would be well in the world, were it not for the sudden arrival of DOOM in the form of an explosively reproducing foreign species…
I was trying to get the first projectiles into the game, and ended up with a rather unexpected snowstorm instead:
http://i39.tinypic.com/1628ohy.png
Currently there are invaders (red-green) and one form of sessile predator (orangey) in the game. All life forms heal over time, and the invaders use this to their advantage by withdrawing outside their target’s firing range briefly if their health dips too low. There’s no player character yet.
http://i44.tinypic.com/2elfh52.png
The next thing to do is get some sort of plankton- or barnacle-esque life form into the system- something low level that doesn’t eat anything, and simply provides food for other organisms.
Tags: tigs

Spinich Rice Noodles, and last nights grilled cow leftovers,. poured the soup over the top,. pho mooooo!
My cube is now a toothy pacman-esque ‘character’ but he still has some funky awkward movements and no objects to interact with, except the blocks he hops around on,. . thinking of forcing him to stay grid alighned so a total rewrite of the current conroles,. . perhaps I take a brake first and go outside!

GUI work done…
First alpha version (only one level, no restart, etc) can be downloaded here.
Just get to the exit, fetching the keys to open the doors. Exit doesn’t work yet, though… 😀
Anyway, comments are appreciated…
Still to do:
– Functional exits
– Game story
– Gameflow code (menus, title, instructions, game over, end of game, etc)
– Enemies (most code is already present, so this is easy)
– Lava, water and spike tiles
– Level design
– Music and sound
For now, I have some friends over, gonna party a bit, but if I muster the courage, I’ll probably still return to coding today, hopefully I can finish a lot more of the gameplay code. Want to devote the maximum ammount of time for the level design (which was always lacking on my previous entries).
It may not look like much but It’s been a good day and it’s pretty much playable. Lots of things to do tomorrow though, not least improve the graphics as it does look about as exciting as a crossword at the moment. Time for some rest now though. Happy coding. See you all tomorrow.

Well, I have my idea. Advancing wall of doom? How about advancing brick 3d cube wall maze of doom! The wall would crush you, except there’s a hole in it. This hole leads into an intricate 3d maze. This maze is in sections, the exit of one leading to the entrance of another, and the maze gets tougher and tougher every time.
But keeping with the theme, it is an ever-advancing wall that you are navigating through. Instead of crushing you, this long rectangular maze is passing through an energy field that will vaporize you if you take too long.
That’s right. It’s an advancing 3d maze of doom that will vaporize you if you don’t move on to the next section in time.
So after deciding I could use blender, I set about learning what I needed to know. I figured I could make its game engine do most of the work for me, with python to generate the mazes. Not an easy feat for someone who’s never even completed a tutorial in the thing or completed anything in python to date.
First thing’s first, I set up wink and tested it out. Might as well have an easy way to screenshot.

Then I began looking up the rules.

Then I began my research…



Then, five hours later, frustrated and no closer to even starting the game than I was before, I began to think that maybe I should try PyOpenGL instead…

Hungry with no sleep, I go now to shower and head to work at wal-mart.
I woke up, decided to start coding, and saw this. It was slightly disheartening, but I’m trying to look at it as a good thing. Somehow.
Tags: motivation
There might actually be a game in there somewhere. There are walls running up to you and you need to jump about and collect prizes. There’s probably a wall of doom (with spikes and innards and blood and maybe zombie pirate spiders), but it’ll never be visible i fear.
Anyhow, looks like gameplay is once more up to level design mostly. Urgh.
Tags: Endurion
Who knew drawing circles of circles in a circle could be so difficult?
I’m working on a puzzle game. In bold defiance of the “of Doom” fiat, I’m using the cheeriest colors I can think of. ^_^ Got a little behind because I had to take advantage of the amazing weather here and ride my bike, but now I think I’m on track.


So, I have another playable build of my work in progress available.
Play it here in your favorite browser
It now has an enemy ship wave manager so I can build out the Wall of Doom(tm) that you must escape through to rescue the last of your race.
I also took a suggestion to map the fleet pattern echeleons to the Z/X/C/V keys.. four patterns in all.
Give it a whirl if you’d like as I’d love to hear any feedback. I’m trying to get absolutely as much of the gameplay done before screwing around with any graphics this time. I think it is actually progressing really well for once!
The game just ends right now when all the enemy ships go by. Also.. if you lose all your ships you have to refresh your browser to continue!
Tags: armada, as3, browser, demo, doom, flash, fleedom, fleets, progress, space, wall

I’m currently working on the levels, and trying to make the game harder as you progress up the building. I find making Fancy Footwork be even fancier is hard.
This is also the first screenshot to have cracks in the ledges. They of course, break on touch.
One of my favorite things to eat is a crispy, crunchy Granny Smith apple.
Ok, so if you saw my previous post, you know that I have absolutely no code, and the first 24 hours are almost up! So as soon as I decided to start filling my project directory with brilliance, I’m attacked for my ambition:
She always does this. I could be idling away online for hours, but as soon as I want to do something productive, guess who is crawling on my lap and over my shoulder, preventing me from computering? Gizmo, you’re lucky that you’re cute.
Tags: foodphoto
here I go, breakfast and the title screen of my first game ever! As I was doing that I remembered reading that it’s best to start a game in the middle, with the gameplay, then do the end and the beginning afterward…it’s funny how intentions don’t always translate into actions. Anyway, I have a pretty solid idea of what I want to do, the only thing now is to do it.
Tags: food
Breakfast, hurrah, including all the essential nutrients that every Ludum Dare participant needs. Orange juice, pancakes with berries, and of course, an ample supply of syrup on those bad boys.
And of course, we can’t forget this masterpiece:
Back to work, I suppose. LET’S GO LUDUM DARE!
Not a ton of progress, but more than it appears:
I’ve got a scrolling map, and the red block is the mouse cursor that allows you to place down new tetrominos. Well, just a block for now. But it’s a start.
More hints about the gameplay: You are building the doom-wall out of tetris bricks. It’s kind of an anti-tetris, you want to fill up as much of the board (and there’s no disappearing lines or anything)
Well, I sort of have a design planned out for my game, so I decided to take out a pen and start drawing. Here’s what I sketched up in the past 5 minutes.
Notice the beautiful asset list: brainwave, eyes, hand, mouth, and nose. A more delightful art asset list I have not seen!
Tags: art, closing my eyes, deathbed, LD #14 - Advancing Wall of Doom - 2009
What my game is doing now:
Next on my list is adding resources, make the interface elements for expanding the wall and health for the pieces. The wall will lose health when it crushes something, so in addition to expand and upgrade it you will have to repair it as you go.
The two red wall icons is where you can build new pieces for the wall. These will move further out as you expand the wall.
Trying to compete with X-0ut is like struggling with hurricane, but hey, I’m not ditching my project yet. Adding multiplayer features/splitscreen is the next goal.
I got my walls advancing, and the player can move around (left right) and jump. Collision detection between objects is working, but no response code written yet.

16:50
Bullets! With gravity and terrifying blast damage!
17:51
Going to a dampling making/eating party at a friend. I guess I can use a break, my mind is starting to show me weird stuff.
(Too bad I didn’t take my camera, it would have made a nice food photo…)
22:00
Back to work.
23:34
I have boni/powerups on the game, and the effects of the boni are applied with timers that have callback functions. It may be the usual stuff for most people, but I had never used these before, and it feels really cool. “oah it works” 
In my original plan, I was supposed to have finished coding game mechanics by day one, to have all the time in the world for graphics and sound. Technically, my day one ends 14 minutes ago… I’ll try to have at least 5 hours of sleep, though.
Tags: journal, screenshot
I’m done for the day, I’ll continue working on the game tomorrow. I’ve gotten a working menu, and 5 levels. Can’t say much, as the “done for the day” is rather sudden, and not to my will. See ya!

Tags: motivation
Well, interesting times. My allergies decided to attack, I lost internet for a good hour, and I even began to contemplate tossing out my whole idea and starting over from scratch. That’s crazy talk though, if I’m going to have any chance at all of finishing a game this weekend I better stick with what I started, even if I’m not super happy with how the gameplay is turning out. Speaking of which, I better get my ass in gear if I’m going to have gameplay wrapped up by tonight so that I can focus on graphics and sound tomorrow…
Also it turns out I’m lucky to even have power, let alone internet. A transformer exploded near here and a good portion of Salt Lake City and eastern Utah is without power right now. Mmmm dried apricots.
I have something playable but its not much fun yet. I spent the whole morning on the basic gameplay and did the graphics on my laptop while visiting my parents.
The wall advances and leaves nothing but doom in its wake, so I guess I have everything covered regarding the theme.
The question is … should I turn the giant into a giant naked man?
Hey all 
I’ve been working on something for this too, but haven’t made a lot of progress yet. Spent most of today just getting the engine done, about to move onto content now! Plan is to get the actual game finished up by tonight, and have tomorrow for graphics and music…
Because I’m just using placeholders, I haven’t got much in the way of a screenshot yet – but here’s one anyway:



The rule of Ludum Dare says that you must program the gameplay.
Since I decided to use Construct, development tool which is not verified by LDers yet, I thought about whether my game will be considered fair or not. Construct does let you program your game – though the programming paradigm is little different. So, from that point of view, my decision is fine. However, Construct provides several facilities which make game development easier and which may or may not be available in other programming environments allowed by Ludum Dare.
The following list describes these facilities:
Everything else will be coded.

There are several disadvantages which will certainly not appeal to some LDers. These are:
Am I fair enough? I don’t know. But I am certainly going to try and finish my entry.
Cheers
Although it doesn’t seem like it from the picture, there are hordes of locusts swarming there and back :).
I’m usually trying to learn some new technology during these short compos :). So this time I managed to get rid of immediate mode and use vertex buffer objects.
I want to finish up the base logic before going to sleep.
For tomorrow:

Here’s my food collage:

And a bit of progress! MAN that programmer art is looking nice… 

Look out for the advancing wall of… doom?
Tags: food, progress, screenshot
Going to bed now. But I have a pretty good start for an awesome fun game.
Have the character in, he moves pretty well and is quite fun to fly around. The theme is accounted for. I have him dying and he’s able to move to other levels. (With cool transitions.)
In addition I’ve managed to add one “enemy” (he is a helpless guy who runs around).
Tomorrow I hope to have more challenging stuff and eventually build some levels. If I’m lucky I’ll get sound in.
Tags: aliens, blob, blood, chairs, day one, done, stupid scientists, tables
Hot multiplayer cube on cube action like you’ve never seen before! Needs more assplosions and more players, but yeah, I’m getting there. I’m really loving my first Ludum Dare :))))

Going to rest a bit. I’m at a point where I could technically submit a finished game, though it would get a 0 for polish and maybe a 0.5 for fun. It’s still too hard; although I reduced the number of tiles, their height is doubled, so they go down the board just as quickly. At a certain point it becomes a question of how accurate you are with your mouse, which isn’t at all how I imagined it. Time to stop and think about how to make it more of a mental challenge than a dexterity challenge. Latest source here.
Mmm, dinner. No food pic though, sorry.
What I got done:
Music
Gameplay
Graphics
Theres still more to do, I just needa go find it.
Here’s where I’m working most of the weekend. I’d like to clean it up a bit, but there’s no time for that this weekend =). I’ve got an second monitor I could use with xinerama, but that make the timelapse impossible to follow, so I won’t be. On the left is my afternoon snack, tortilla shell things with sliced chicken and Emmental on top. There’s also a bunch of Sambal Oelek under the chicken, just to make it a little bit more interesting XD.

My Ludum Dare project is going to be done in Microsoft PowerPoint.
This’ll ever be really amazing, really terrible, or both.
And here is how my workplace looks like. I’m actually at the office because my gf would kill me for coding whole night :). The monitor on the left isn’t actually taking part in the fun – it’s used only to run the Wii devkit, but I fired it up for more ePenis points 😀
Tags: deskphoto
Well, it’s the end of the first day for me and I think I’ve done well so far as I have something that is actually playable (although you can’t win or lose yet and the Wall of Doom doesn’t advance). It’s a Breakout / Arkanoid clone where you get infinite balls but the bricks advanced down the screen. Tomorrow, it’s making levels and level win / lose conditions and then twiddles like menus, high score tables and better graphics.
it isn’t breakfast time here but i’m just now getting around to uploading breakfast photos. ahhh kroger-brand cereal, so cheap and tasty 

Tags: food
Hey, this is my first Ludum Dare—I hope I do okay. I’m having fun so far! I’m writing my game in Actionscript 3 and using the Flex SDK, so it’ll be a Flash game. I have to admit that I don’t really like the theme. My take on it is pretty conceptual, though, as you’ll find out. Here’s a screenshot of the little I have achieved so far, in the meanwhile:
Tags: tigs


So, as i’ll be wrapping up for the day I thought i’d share a progress screenshot, enjoy:
Still not sure whether or not this will be any good. My goal is that it becomes a turn-based strategy-ish thing where you need to kill off the enemies (the wall of red pieces) before they wipe you out. The AI is pretty much just a Column++ each time it’s the enemys turn, so that’s one thing fully implemented at least! 
mmm day old cold chinese! my favorite coding food
(seriously i always order a ton of chinese before a compo starts and it lasts me a few days)

also a video of my progress so far. i have a spinning wall of doom!
http://www.youtube.com/watch?v=gW5-O6wRIqc
(can’t get embedding to work…)
Tags: food
Finally, after going trough lots of trouble (mostly cause by myself
) I got a playable game, sortof.
still not much of a game in there. The zombies can’t hurt you (comment ftw), but they are moving and there are nothing to pick up or spells to use.
TODO:
-make zombies slower. I plan on the player having 3 moves per zombie move. There is gonna be a lot of them after a while though.
-player attacks. sort of aoe spells that move the zombies to other parts of the map. plan on having a blast in front, a blast centered on the player and a straight line ahead or something like it.
-pickups. Health to stay alive, mana potions to be able to use the spells. Maybe i’ll do scrolls to power up your spells, making them cost less and/or affect bigger area/more zombies
-random map generation. atm I’m doing them by hand, but hopefully i’ll have a random generation by release.
-tweaking. will have to see about player vs zombie speed, spawn rate of power ups and zombie spawn rate. I might go with having the zombies spawned each turn be dependent on the size of the map. Also thinking about having zombies being drawn towards the player, instead of randomly shambling around. will have to see.
SS of the game. the red @ is the player. the green numbers are zombies, with the number being how many zombies is on that square


So, there’s almost enough gameplay in my game to call it a game. Almost. I hope by the end of the night I’ll get finished, but with stuff comign up in a little over an hour, this isn’t looking very likely.
Anyway, you can move people between cities. The cities have names now. Lots of background mechanics. You can’t send units over walls.
I need to clean up the line crossing function. It’s a bit broken.