Demo V2 is now live on the public branch with a long list of improvements, bug fixes and polish.
Changes
Overhauled calculations for movement. When a unit moves to a destination, the unit's data and physical state are teleported to the destination tile while only the mesh itself animates and moves. Eliminates issues with awkward timing during movements.
Overhauled calculations for AI turns. When a turn is processed now, only the AI's attacking units will process their turns one by one whereas units that are not attacking will process their turns simultaneously in order to reduce wait times for enemy turns and reduce CPU load.
Overhauled AI intelligence after reducing production and resource costs.
Added game icon.
Changed FOV to 40 and reduced pitch of camera's spring arm.
Implemented major visual overhaul and improvements.
Reduced the thickness of tile outlines.
Reduced size of number that shows how many turns for units to reach their destination tile.
Number of turns shown for units to reach destination tile now overlays through buildings and resource nodes.
When a unit goes behind something that blocks it, the part that is blocked becomes covered in white and overlays through buildings and resource nodes.
When hovering over a building with a worker selected, the building tile outline is highlighted.
Reduced thickness of resource node and production tiles.
Movement range UI and tile UI now overlays and goes through buildings and resource nodes.
Bug Fixes
Fixed fire being too small and difficult to see, it now engulfs the entire building that is damaged.
Fixed archers giving an error when trying to fire at a target within max range.
Fixed farm showing production tiles when it does not produce units of any type.
Fixed workers not facing the direction of the building they are working on or repairing.
Fixed "phantom" tiles that occupied tiles when they were empty.
Fixed building outline only appearing around one tile instead of the whole building when it is being attacked.
Fixed building production tiles not changing when rotating the building before placing it.
Fixed "parasite" path appearing whenever a unit was one tile away from a building or resource node.
Fixed units sometimes being able to move 4 tiles instead of 3.
Fixed buildings sometimes blocking the tiles they were occupying for one turn instead of clearing those tiles.
Fixed click trace for selecting units not overlapping buildings and resource nodes.
Fixed number showing turns to reach destination when queueing multiple movements disappearing.
Fixed issues with paths being shown to buildings and resource nodes.
Fixed drawn path to destination not updating when the unit was given a new order.
Fixed number of turns to reach resource node not showing on the tile the worker uses to access the resource node.
Fixed number of turns to reach resource node showing on the resource node tile itself.