As a short break from working on Letter for Mimi 3, I’ve restarted the voronoi game (but this time with version control). The engine has been ported for as far as was possible to HaxeFlixel, this should allow the game to run native on Linux, Windows and Mac. At the moment I’ve only tested native …
Tag Archives: voronoi
Added some buttons
I tried out adding some buttons and some basic save functionality. At the moment it just copies the world object to your clipboard, but I will look into saving it using localstorage.
Islands and framework progress
I’ve started working on improving the framework. The most imported thing I did was create a namespace which contain all the game’s concepts. JavaScript does not have a proper class implementation like other languages do, so things are set up a bit different here. I read up on how to implement the idea of classes …
More voronoi cells
Some thoughts and idea’s for the Voronoi cell strategy game. I’ve added a date timer, which will be the actual date in the world on which events are based. For example, moving an army might take 1 month depending on the distance between two capitals. The water cells don’t have a capital, and can’t be …
Voronoi cells in Javascript
Here is a screenshot of a little project I worked on yesterday evening. I worked on a similar project before in Flash, but it was a lot easier to do in Javascript by using libraries. I hope to create a strategy empire manager with it, so we’ll see how far I can get. 🙂
Voronoi cells in Flash
In the image above you can see a Voronoi diagram I generated. You can find a tutorial on Ivan Kuckir’s blog. The implementation from Kuckir was adapted to be used in combination with Flixel. In the future I might be able to use Voronoi diagrams for games.