This weeks main changes have been in code optimisation and beautification of the menu system.
The optimisation is through working on a section of the code that would drop the frame rate to around 7 frames per second, that number is now back around 40. The only trade off is that the minimap show everything on the map before it has been discovered, so that will be the next fix.
The menu system used to have horrible coder art buttons, which have had a slight update to something not as visually offensive. The next part to work on will be the audio controls.
Ideally before the end of the year the units and buildings will have a consistent design and hopefully they will function nicely, hopefully.
This is a little RTS that I started work on ages back, and have recently started work on again. It had most of the elements working, including a Minimap, Save/Load function, resource harvesting, a few different units and a handful of buildings.
The premise for the game was to be that an evil villain has messed with the timeline and it is the players job to not only fix it, but beat the mixture of futuristic and contemporary armies of the villain in order to do so.
At this stage, the whole thing is just coder art and a bit or royalty free music, as the planning and development stages kept getting put on hold. Current work has been to fix up little bugs that occurred when the game engine was updated and a few other minor visual and audible fixes.
Try the game here and feedback is more than welcome.