Devlog - 3: Influence & refactoring


Devlog - 3: Influence & refactoring

Today's progress was focused on two things: Influence and refactoring.

I've changed the way influence is added to increase performance. Previously the system updated all tiles with influence constantly, but this wasn't needed. Instead, now each tile has an influence cap that's changed by buildings or actions, and once it's changed it's added to a dynamic list of tiles. This list only has tiles that didn't reach the cap, once they reach it, they're removed from the list.

In this way only those tiles that are needed are updated.

Here's a small showcase of the influence spread.


Besides that I've been focused on refactoring a few other systems to handle different factions and data structures in a smarter way and provide faster access to data without having to filter or process whole lists.

Finally, I've changed the enemy unit art, to a pyramid like object that moves around. The idea is that it will fire a laser beam from the top from a distance, but that's still something that has to be implemented.

That's it! See you guys tomorrow :)

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