Infinity X release v0,0000001
the pre-pre-pre ‘check it out’ release.
http://www.infinity-x.com/downloads/
What’s what:
- Menu
- New Game works
- Options doesn’t
- Exit works (but it only does the same as the red X on your top right… except the exit button in the game actually has a log entry

- ‘new game’
- Files (works like you would expect a ‘menu’ button to work, at least for the moment)
- the 9 buttons at the ‘bottom’ can be toggled on and off. Obviously toggling doesn’t do anything beyond visually displaying the toggling of the actual button (it goes green when it’s “activated” and red when it’s not). Still, I got excited

- The ‘game screen’ is somewhat displayed (10 columns by 4 rows). This is hardwired at the moment, just checking how well the tiles are displayed (they’re not great but they’ll do - not sure if i can manage all that much better, in addition to keeping them tilable). Note that the coast tile is half (ok, 2/3’s really) grass and half transparent, so i just draw an ocean tile below it. This should make any land compatible with any water, with no extra work. Also note how the coast on the right is merely rotated. The graphics code needs some work on that one (i more or less ‘cheated’ to get it in the right spot - I could cheat on all of em, but I’d rather do it right). This means that rather than make 8 coastal tiles you only need 2 (a horizontal or vertical, and a corner). Each water/land texture can at the moment fit 49 tiles (256×256 textures with 36×36 tiles). Since you’re only obligated to use 1 full land and 2 coastal tiles, that leaves a lot of tiles for detail/variation. Should 49 prove to be too few in the future (… seriously?), i could easily double or quadruple it (or even quadruple the quadruple), and with some effort i could allow for an ASCII .text file (aka you can edit it in notepad) where you could let anyone enter the size (having said that, you should stick to 512×512 or lower, and you’re required to use powers of 2, so i’d suggest either 256×256, 512×256 or 512×512 - still, i can’t see anyone using 49 let alone 196 tiles of the same color/landmass. Future plans include a map ’standard’ which would allow mixing of land and/or water types, so there’s no need to cram two land types in one tile set). - As i’m writing this i decided to draw a black and grass tile below a coast tile, hoping this makes it more obvious that the coast is transparent, and how it might affect the view with different sea tiles.
Oh and one more thing. If you maximise or resize the window, the graphics get stretched - but the mouse tracking remains static, so if you say maximise it you’ll have to aim for where the button ‘used to be’. Obviously that’s not the intention, but whatever. In the ‘game screen/new game’ i’m not sure if i want to stretch the menu. On one hand it’d improve visibility, on the other it’d reduce the ‘game screen’ and i bet the minimap would be hell to resize (i’m having trouble as it is figuring out how to do that).
grid button works (as in, does something). Other 8 still don’t, course.
Also added 2 ‘45degree’ rotations which will be used by units (again, draw 1 not 8). Also drew 3 tiles on top of each other on the right - the limit in theory is infinite, but the max ever will probably something like 8 (1-water, 2-coast, 3-survey, 4-unit, 5-grid, 6-colors, 7-status/ammo/names/etc). Hmm, survey’d go last probably.
Also, thought of something great this afternoon: two (configurable) minimaps. A few toggles like 2x (zoom), scan/range, maybe survey?, …
At the moment i’m a little worried about pathfinding, and a lot about AI. Those are still far off though, so i guess i should relax a little…
enjoy!


