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License: MIT License
E 0:00:09:0293 resume: Resumed function '_animate()' after yield, but class instance is gone. At script: res://source/menu/Splash.gd:30
<C++ Error> Method/Function Failed, returning: Variant()
<C++ Source> modules/gdscript/gdscript_function.cpp:1840 @ resume()
We need dialogs and a game title
When using it on border tiles position, it will give out of bound positions
Using TileMaps for all the highlighting will improve performance a lot because 1. add_child() / remove_child() is more costly than set_cell() and rendering hundreds, if not thousands of separate sprite nodes also has a much higher impact than rendering a single tilemap with hundreds or thousands of tiles set.
when removing a rail, the build places it provided remain on place.
however they should be removed with the rail.
Smoke of miners disturb selection of building under that mine.
Once a mine doesn't have any resources left, thou shall be inactive.
Have the TileHighligher display the mining range of a building to allow different ranges without confusion.
It would be nice to preview efficiency boost when placing buildings that have a efficiency booster
With some kind of gradient green->red based on efficiency curve
When placing buildings or when a building is selected (like an overlay)
I think 100000 alloys is a bit much for the wonder
50.000 will do.
But I'd increase the special alloys to at least 30000, if not 4000.
There is unused tree sprites and we can work on some decoration later.
It is possible to exploit an oil resource multiple times by placing multiple refineries next to it.
Can be solved by reducing the Refinery to only mine oil below the building.
hide UI
add background and level loading gif/sprite
add signal at the end of level generation
display UI, hide loading sprite/background
For the endgame i was thinking: When placing the endbuilding, UI disapear, camera goes smoothly to center that building: then some kind of electric/particule thing plays on top of it, the screen slowly fade out and a beautiful reconstructed landscape slowly fades in back, then a slow scroll to show some life on it (like leaf falling in the wind or some birds in the distant) then credits starts to unroll.
When exporting without debug, void tiles are not added to the buildable tiles.
preview rail placement, place multiple at once
We can have smaller resource display and maybe try to have them VBox aligned instead of HBox (forgot to do that)
The island generation leaves spots of actual void tiles spread on the map.
Shall be TileMap.INVALID_CELL
b - open build menu
x/del/backspace - destruction
esc - cancel any ongoing selection/close all
tab/h/space - move camera on top of storage in order
1 ... x - start placement of construction (in menu order) or m, miner, r refinery, w wonder, s storage, c rails (?)
assert not being called on release export.
check all of them to make sure non of them swallow important code.
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