…well, kinda.
I mean, it is! But it’s not really superduper playable yet or anything. An important piece is in place though: pathing! I spent a lot of time thinking about this, but in the end, a modified version of the A* algorithm was enough for my needs.
This isn’t to say it’s implemented and complete and nothing needs changed with it. There are a thousand ways to tweak this code, of course. For example, I need to disallow players from choosing which way they go on any given turn, at least on straightaways. Players can turn when the board presents them the option, of course, but when you commit to a path, the game needs to force a player to go through with it and not just turn back, unless a lucky Chance card bails them out of course :3
Now that movement is functional, next steps include developing the game manager / game loop system. From what I can tell, it’ll likely be a FSM, so I can enforce five or six different states over the course of the player’s turn. (Pre-Roll, Rolling, Moving, Landed, Post-Roll, etc.)
One really fun part of this stage of development will be goofing around with Cinemachine: if absolutely nothing else, I can animate some camera movements and create some accompanying UI effects to differentiate these various turn states and make the game feel a little more interactive.
I’m excited for where this is going!!