I now have it successfully round tripping from the main game to the science minigame, so that’s a thing. The more I think about it tho the less sure I am it’s worth even having a science minigame, so...

seen from Russia

seen from Germany

seen from Malaysia

seen from Azerbaijan
seen from United States
seen from United States
seen from China

seen from Germany

seen from China

seen from Malaysia
seen from Russia
seen from United States
seen from Türkiye
seen from United States
seen from Uzbekistan

seen from Uzbekistan
seen from United States

seen from Uzbekistan

seen from Japan
seen from Japan
I now have it successfully round tripping from the main game to the science minigame, so that’s a thing. The more I think about it tho the less sure I am it’s worth even having a science minigame, so...
Spent the last couple of days moving things over from Unity ScriptableObjects to XML files, as well as starting to move the ability logic over from c# into Lua scripts. All in the service of eventual modding support.
It’s going fairly well, if a bit slowly. The worst part is this is one of those times where the best sign of progress tends to be “everything’s working the same as it was before I started” which is not the most motivating.
If anyone’s curious, I’m using MoonSharp for the Lua interop.
And you can now build improvements in your city, as well as see what improvements you’ve already built. The UI could definitely use a little work but it’s passable for now. Tooltips will help a lot whenever I get around to setting those up.
Kind of avoiding it cuz I know they’re gonna hook into every little subsystem and I don’t want to have to change them every time I fiddle with something else.
Got simulated (by which I currently mean entirely random) combat working, and a rudimentary dialog to show off the results. Needs some work, but for now it’ll do.
It’s not hooked up into the rest of the game yet, and needs more UI work (like displaying when you win.) but other than that the science minigame is basically up and functional.
Nothing really visual to show off, spent most of the day gutting some old code to get into a better state for going forward.
Also set up some clamping on the camera, so you can’t scroll off into nowhere and the map is always on screen.
So I took a break for a few days to play the Blood Bowl 2 beta, and also because my previously mentioned border fix actually didn’t work in one specific layout. Mainly, when the two borders are connected by exactly one hex, like above. I needed a break to think about how to go about fixing it.
Fortunately, as you can probably tell from the above picture, I managed to fix it today. ^^
Got it to where you can claim things inside your territory and abandon stuff you’ve claimed, also disbanding units. Too tired to take screens right now, plus the UI still isn’t quite done.