The playable demo of the game is coming along slowly but surely. The Main Menu is still in development, since that is in my ballpark (dropped the ball there, to be honest. Life happens, amirite?). The Strategy Layer is coming along nicely terrain generation is complete standalone, with terrain tiles holding values we believe will need to be used in the future (ie, the stationed fleet, the resource provided, the resource modifiers [ie +10%]). The turn system is still a work in progress. The button exists, but it doesn't do much at this time. The plan for the button, at the high level, is to process each opponent's turn (resource gain, calculate turn's strategy against overall AI strategy, execute the move & battles, etc), then grant the current player's resource gain and return control to the player. Obviously, this is slightly different come multiplayer, as instead of a static logic set for AI sequences, the game would simply hold while waiting for internet players to complete their turn.
A big topic in our weekly discussions is the topic of preventing cheating. Whenever a new design concept is introduced and how it would be coded, first and foremost is the topic of how can it be designed in order to prevent cheating. Ultimately, in single player, we don't care too much, as we'd probably add cheat codes anyways (what happened to cheat codes nowadays, seems like newer games don't even bother included them anymore). However, in multiplayer, one of our top priorities is to prevent cheating. I won't go too much into the specifics on how we'd go about this, obviously, as that provides an extra weapon to cheaters. However, the high-level overview is for data protection, anti-injection, and making sure the client is only a window to the server and has no real authority. In regards to the latter, it wouldn't matter if a cheater modified some data, as the server a tick later would reset the data (or at least wouldn't show the change to other clients).
For me, this week's project is to complete the main menu and get it linked to the Strategy layer, for use is creating "Game Settings" that are customization before starting the match.
Stay tuned for more info in the next dev blog.
A little glimpse inside the mind of the developers.
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