Monty wrote:Hey, congrats on that new house (i hope it's already fortified, otherwise you'd have to spend another 1,000,000 $ on it
).
It's a fortified house, i don't want my neighbor spies me easily!
Monty wrote:Great to hear it's going on with CoCoNet sooner or later, it's already a great product and still has potential for even more. I like the idea of making the AI less predictable, i already feared that i knew too much now...
I just added the load/save feature and it seems to work fine. Unfortunately, i will not have an Internet connection at home until the end of August at least. So i can't deeply test anything, nor give you anything to test. As soon as possible, I'll leave you a message at the private CoCoNet Forum to beta test (if you have some time to spend on it). Symoon would be in the party too i hope.
Now my main concern is the AI, some special cases are still predictable. This will not postpone the release anyway.
I want to add the original AI and let the user chooses between both AI.
The user can code his own AI too, letting the game compiles the AI C# class, but i don't know if this is a good thing because there's actually no way to debug anything without Visual Studio, so it's hard to code a new AI. All users must have the same AI C# files in their working directory, not easy when the AI is updated frequently. I'll try to let the server sends the files over the net, so the clients will always have the good AI files.
Concerning the window/screen resolution, i don't see an easy fix to double the window size: even if the UI seems custom, it's full Windows controls (with custom styles). That's why i added the fullscreen feature: easy to implement and no need to fiddle with the gfx.
Cheers