Conqueror

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More screenshots
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Just take a look......At this gorgeous......Planet generator!

I've ran out of time (again) and was unable to make anything close to what I wanted. Math calculations along with unexpected work, related to my primary job, took most of the time, unfortunately.

But if you're interested in transforming triangle mesh (well, probably any mesh) to fit into any other arbitrary triangle shape with a lot of quaternions and stuff - then you're welcome to download the source code.

The code is _kinda_ dirty, but all you need is a ```TileEntity.TransformToFit()``` function inside the ```Scripts``` folder.

P.S. Although the game has some gameplay (of some kind) and technically even has some win and lose screens -- if you look for something interesting to play, you better don't waste your time on this game. It is severely unfinished and dangerously boring in the present state.

Gameplay and controls

The primary goal in this game is to destroy enemy soldiers and don't lose your.
Everything in the game is done with the mouse:
* Left Click selects/deselects your soldier.
* Scroll Wheel allows you to zoom in and out.
* Right Click tells your soldier to move into a clicked tile.
* Drag with Right Button allows you to rotate the camera around.

Everytime you start a game, new planet is generated. Planet is made of triangle tiles, which can be grasslands, mountains, oceans and icecaps. Icecaps and mountains are impassable.

Links

* Win32
* Source
* WebGL

Comments2

Steve Johnson
Steve Johnson2 May 2017, 19:37
This is a nice tech demo and I can see where you were going with it. A strategy game on a sphere is a compelling idea. Congrats on getting it to this point, and I hope you develop it further because it seems neat, potentially a nice mobile game with simple controls.
michaelb
michaelb7 May 2017, 05:10
Cool! I've actually thought a lot about how to make an epic TBS or 4x game on a true sphere (e.g. as opposed to toroidal maps a la Civ). I found the game logic and game state quickly becomes complicated when dealing with adjacent sectors. It's a tough thing to write, but looks like this is a nice start :)

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