Really great news.
The hexagonal world is fine, but i would have choosen a smaller grid, with one unit per tile. Being able to group units, so you could have a line of units moving together, like a front. And ranged units behind. With this grid size, a 2 tiles ranged archer seems unrealistic.
The screenshots seems a very early version (no interface, roads¿? going into water). I hope they arent rushing the game to solve their financial problems.
About multithread, I see it very difficult to achieve. There is not much concurreny in calculations in each end of turn. Maybe two threads (model-view), so one is doing the graphics-sound, and another one doing the game logic.
The hexagonal world is fine, but i would have choosen a smaller grid, with one unit per tile. Being able to group units, so you could have a line of units moving together, like a front. And ranged units behind. With this grid size, a 2 tiles ranged archer seems unrealistic.
The screenshots seems a very early version (no interface, roads¿? going into water). I hope they arent rushing the game to solve their financial problems.
About multithread, I see it very difficult to achieve. There is not much concurreny in calculations in each end of turn. Maybe two threads (model-view), so one is doing the graphics-sound, and another one doing the game logic.