For the final two days of #gittober I continued work on my #godot SOVL lite:
- added a "maneuver" for the squads that would align it against a rock or a teammate so it could more easily move away next move.
- simplified overlapping rock polygons before applying them to the navmesh
- added debugging state to find out why sometimes squads run aground on terrain
- some better computation for squads to not move onto rocks
For #gittober day 29, I switched to do some work on my voxtobloop utility, to see if a few more GP-like branch modifiers would add more robust sounds. All three of these take a single child:
- invert (for each sample spot in the signal, replace the loudest amplitudes with the quietest, and visa versa). Also a form of this where the pure magnitude is switched, not just the loudness.
- Keep X strongest frequencies (seen via FFT)
- and Remove X strongest frequencies
For #gittober days 27 & 28 I continued to work on my SOVL-like #godot game;
- Added a simple icon for the game
- Whenever combat is resolved, align each of the squads in the combat with each other
- Squads now indicate, with a debug line, which opponent they're most interested in
For #gittober the entirety of last week has been doing more work on my SOVL-lite fantasy tactics game:
- added terrain to the map
- units understand collision with other units and terrain (for both rotation and movement)
- negamax consults the navmesh when plotting moves
- negamax uses probable combat outcome rather than single die roll outcome when planning moves
Day seventeen through nineteen of #gittober - More work on my alpha-beta tree opponent for a SOVL lite:
- when a unit charges another, have their edges align
- once a squad is damaged, drop blood and bones
- once a squad is eliminated, remove it from the screen
- fixed some logic calculations
- make sure squads don't clip through other squads at any time
Days fourteen through sixteen of #gittober: More work on my toodling around with a min-max tree powered SOVL-lite combat prototype. Fixed a huge memory leak, included facing in combat calculations, lock units in melee combat once started, added collision, added a little better visuals for unit representation, and added differences between cavalry and infantry units.
Days ten through thirteen of #gittober - I was going to join the #godot wild jam, but when I saw the jam's theme nothing really jumped out at me. So instead I thought I'd spent the next week or two working on a (very) simplified version of SOVL to see if a negamax algorithm might make for an interesting opponent. I'm currently, or course, deep in debugging the artificial opponent...
Day nine of #gittober, and I spent some nonsense time fiddling around with my voxtobloop app, which takes any input sound (or even the microphone) and then attempts some rude genetic engineering to create a crude tree of manipulations on various wave forms to duplicate it. And because I love/hate you all so very much, here's its attempt to replicate the Wilhelm scream:
Day eight of #gittober and I did a little bit of playing around with having an adaptive shader on buttons that changes their appearance when you start mouse hovering over them. Does it improve the look of the game? No. Was it an interesting existence proof? ok. yeah.

Day seven of #gittober, and the porting of the checkers playing example in my #godot alpha-beta pruning addon to the new API proved much faster than I expected it to.

Humbling to get my ass so completely kicked by the computer player in what seems to be such a simple game, and, you know, an eight move look ahead.