Conscription

March 2017 (Week 1)

+ Small UI reworks
- RL ground progress to an almost complete halt
- Mind is clouded with refactoring lots of stuff instead of implementing new and necessary features

February 2017 (Week 4)

+ Externalised data for constructs to load them on map-load
+ Redid GUI layout to accomodate need for more space
+ Overview for tile's production implemented
+ Rebuilt in-game clock from turn-based with speed-controls to regular ready-state turn-based
- Production overview was immediately redone due to zero extendability
- Production overview v2 looks super neat, but eats too much performance to be viable
- Production overview currently underflows in unknown regularity

February 2017 (Week 3)

+ Clock added, basic turn order established
+ Different terrain types, currently determining which cells can be connected
+ Tiles have owners, borders exist between tiles that have different owners
+ Overlays for grid, links, and territory borders can be toggled
+ Tiles can be selected and inspected in the tile inspector

February 2017 (Week 2)

+ Implemented pentagonal tiles (cairo tiling)
+ Camera scrolling and zooming
- Started this game as another attempt to reduce scope to something doable compared to the previous project. My defenses against the nodev in me are weakening