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hegemony's Issues

[client + contracts]

  • restrict movement to max 3 tiles

Implemented in client side and contract side logic

v0.1.0 Unity Spec

Our first goal is to get to a playable version of hegemony as rough a client as possible. From this playable version we can gather valuable feedback, whilst also working on the lore and story.

The first game spec is build in Unity:

Map

  1. A hex grid map (no noise needed - but if easy, include)

Players

  1. Players can spawn on locations around the map
  2. Players have a home base where units spawn from
  3. Players start with 12 units surrounding their base on their home base hex. 2 on each hex.

Moves

  1. There are three stages each day to the game (the time is arbitrary, but based on 24hrs)
  2. You move your units individually, or you can bundle them into groups.
  3. Players do not have to move every turn, they can stay still.

Resolutions

  • 12am - 8am

Submissions

  • 8am - 12am

In the Submissions time, players must submit their moves, this is the commit

In the resolutions time, this is when players moves have to be revealed and then resolved. If players to not reveal their moves of their units, then the units can be killed in the next submissions stage but anyone.

Resolutions

  1. Combat is resolved by most units to begin with
  • If 10 units of Army B exist on a hex and 6 units of Army A exist on the same. Then the combat will be resolved and 4 units of Army B will remain. We will improve this combat as we develop the game, but for now there is only 1 unit.

[contracts] Create circular spawn positions

Spawn players in a concentric circle from the center, like how the Paris districts are setup.

Current spawn system:

    fn get_player_position(player_number: u32) -> (u32, u32) {
        let center_x = CENTER_X;
        let center_y = CENTER_Y;
        let tile_distance: u32 = 8;

        if player_number == 1 {
            // The first player is at the center
            return (center_x, center_y);
        }

        // The second player is at the center + 8
        let x = center_x + tile_distance * (player_number - 1);
        let y = center_y + tile_distance;

        (x, y)
    }

Players should spawn 8 tiles from the next closet in any direction.

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