I'm on day ~10? Of learning the Godot engine a bit more and working on my advance wars 'em up.
The game still uses entirely placeholder art but I'm almost at the point to change that: but excitingly I'm also at the point where I can almost start declaring my planned feature lists. And while we're at it maybe explain why Advance Wars is such a tightly designed classic. Because I don't know of anyone who's played advance wars
New features:
-There's now an active display signifying where units can move as you plan a journey
-Combat has been added, though there aren't yet any sfx so that's mostly invisible (next job)
-A lot of the unit data has been streamlined so that the floodgates for new unit additions is wide open
-Vehicles have different movement types, speed and damage values now. Units from different factions treat eachother as obstacles
Removed features: there's somehow less animation than before but it could be back soon. You never know
And that's all on this episode
