Category: AoNW

  • [AoNW] Commands, Reducers, and Why the Renderer Does Not Own the Game

    When I started building AoNW, it was tempting to let the map renderer become the center of the game.

    That would have been natural. The renderer is where the player clicks. It knows which hex is under the pointer. It owns the camera, visual layers, hover states, unit markers, movement previews, fog overlays, particles, and the general feeling of interacting with the world.

    But in a 4X game, that is exactly why the renderer should not own the game.

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  • [AoNW] My attempt to build a hex-based 4X strategy game with Flutter and Flame

    Age of New Worlds is my attempt to build a hex-based 4X strategy game for iOS, MacOS, Android platforms with the kind of systems I love: exploration, expansion, city growth, production choices, research, turn pressure, and the slow emergence of a readable strategic map.

    At the current stage, the game already has the core loop in place. I can start a match, explore a hex map, found cities, move units, manage production, choose research, improve tiles, handle turn flow, and save or load the game. There is also a map editor and a growing set of developer tools around balance and content iteration.

    The interesting part, at least for this series, is not only what the game does. It is how the project is shaped so it can keep growing.

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