The GitHub sources now set up, you follow the project changes here (Android) and here (iOS).
And the good news that the ants are moving!
The two platform uses different implementations of the Perlin noise, but that will not affect the final game. Sure I’ll work on to make them look similar, because now even the color and the size of the ants aren’t matching. Also worth noting, that I’m reused an older Obj-c code for the Swift version of the noise, and I faced some interesting problems with the number conversions. You can read about it here, now it’s working right.
And yet it seems that the “easier” drawing methods will be harder to animate, because the redisplaying methods needs to be synchronized, especially when they begin to fight.
Still, there are no progress on the game rules or the server, but I still have a couple weeks left to finish.
First of all: the excuses. This will be my first blog series about a development process, and also my longest English writing about anything. Ask me anything on Facebook if it’s not clear.
I’m making this software as an university project, so it’s most likely won’t be published, but the code will be available on Github.
Okay, so let’s start with some planning.
The theme is a real-time cross-platform game for Android and iOS. It’s going to be ultra minimalistic: the two connected devices has a couple of ants, and the goal is to overthrow the other anthill. So from now on the game will be referenced as Ant Warfare.
The rules aren’t defined yet, it will be formed during the development, but the technical approach is given. I’m going to use the Google Play services which will manage the multiplayer needs. Because it’s so simple graphically, for the visual representation on iOS I will use Core Graphics, and on Android the Canvas.
Not much to present about
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