Despite their variety in setting, there is one crucial resource most, if not all strategy games equally share – knowledge from map reconaissance. And what is the natural enemy of that? A Fog Of War of course!
DevLog #2.5: Forest For The Trees
Now that we have a world map it would be nice to have it populated with some more decoration – grass, bushes, trees and so on. Let’s have a look at how these are distributed in Flatlings.
DevLog #2: Map Building & Variation
After the previous devlog we actually have to step back for a moment – while the units and decoration make up a lot of the visual appeal of Flatlings there would be nowhere to go for them without a proper world map, wouldn’t it?
DevLog #1: A Matter Of Perspective
As I already told in DevLog #0, Flatlings really found its character when I switched perspective from the original boardgame-y topdown view to a perspective camera. However, this change came with its own list of issues I had to work around as I gave up some of the conveniences of a strictly 2D layout.
DevLog #0: Starting A New Turn
As cliché as the saying might be, it’s an indisputable fact that most stories should best be told from the beginning, so I decided that, before going into any details and dissecting particular features of the game, it would make most sense to tell the story of how things came together in the first place.
Welcome To The Flatlings Blog!
Hello there! This is the official blog for Flatlings, a tiny 4X game I have been working on for the past months. On this website I will document my progress, talk about some of the mechanics I have already implemented as well as the future development of the game. Feel free to add comments and … Read more