-map (display, load/save)
-buildings definition treelist
-map buildings treelist
-game rules engine
-timer interrupt system/events processing
For the prototype, simple 2D objects will be displayed on the map.
Later, code becomes added for 3D display!
After some consideration, it seems to be desireable to display the opponents city on the map.
So the game will rather become similar to Age of Empires, which displays the map in pseudo-3D including different levels of height.
In “Utopia Creation of a Nation”, the units almost exclusively move automatically, even if it is possible to direct them individually!
Not to mention the initial prototype will not include units/units movement.
There is no gain whatshowever from moving units, or placing them at different positions. In the end just a large number of units is sent to the enemy city, this is done a few times, and pretty much leads to the completion of a scenario.
It is an old game, and there are various things missing, for instance any kind of correlation between different scenario’s. There was also a follow-up called K240! For it’s time, 1991, the graphical user interface was revolutionary.
When you use GDI+, you don’t have to be as concerned with handles and device contexts as you do when you use GDI. You simply create a Graphics object and then invoke its methods in the familiar object-oriented style — myGraphicsObject.DrawLine(parameters). The Graphics object is at the core of GDI+ just as the device context is at the core of GDI. The device context and the Graphics object play similar roles, but there are some fundamental differences between the handle-based programming model used with device contexts (GDI) and the object-oriented model used with Graphics objects (GDI+).