Crystal Wars – turn-based strategy on a fresh Voronoi map every match
Posted by VertexNoord 54 minutes ago
Comments
Comment by VertexNoord 54 minutes ago
I've been building this together with my daughter for about six months. The battlefield is generated each match from a Delaunay triangulation + Lloyd relaxation - 3 iterations gave
the best balance between chaotic and grid-like maps (more relaxation makes it too uniform and predictable, less makes it a mess of tiny isolated clusters). Core mechanic is flood-fill capture: click a cell, claim every connected same-colored crystall. On top of that there're supply lines (cut a region off from itsbase and it becomes vulnerable to instant mass capture), bombs that chain-react
and permanently reshape the map, energy crystals for bonus turns and obstacles like lakes and mountains.
Stack: TypeScript + Canvas, no game engine, d3-delaunay for the map generation,
Socket.IO for multiplayer.
Free to play in browser, no install, no account: https://play.crystalwars.io There's also a full paid version on Steam with the full campaign and some more custom options, like palettes, presets and textures, if you want to support it: store.steampowered.com/app/4810920
Happy to talk about anything in the game.
Comment by karmakurtisaani 20 minutes ago
How old is your daughter and what was her contribution? Would love to get my kids involved in a project like this one day.