Did some more coding on the spellbooks and crafting units UI today. I can see a significant refactor coming pretty soon, now that I have gotten both a better handle on how the UI system works, and have gotten some refinements done on the code I am using to instance UI elements.
Made a few tweaks to …
Work benches (or, at least, a first iteration of them) are back in now. I hadn't actually gotten that far with them after I switched from action to turn-based, so this is something new for the turn-based project, finally.
A Workbench is a component that sits on an object, listening for Use events. O…
Did a little bit of work (in between real work and stuff) on getting the combat system put back together. It's still incomplete (it was incomplete even before) but it's getting there. Stuff can die now; it just doesn't... you know... die. It lives on, like some kind of weird zombie. I'm re-working …
Not a huge day today. Only got to spend about an hour on it at work. Since I didn't really want to get too involved in anything big, instead I just ported over a couple projectile payload components, including the flame burst component above. Also, I made a Loot button icon, and in the process fidd…
Finished the quick-bar functionality, although some of the back-end stuff is still kinda iffy. The bar along the bottom is the quickbar; you can right-click on a button, and a spell-book will pop up (the side-scrolling bar in the second screenshot). You can choose a combat skill from this spellbook…
Spent some time today digging deeper into the particulars of the UI, and started working on some general-purpose widgets for skill-bars and scrolling spellbooks:
Basically, the skill bar is a container into which you can dump action buttons. The container has methods to iterate the buttons and activ…
Basically, the skill bar is a container into which you can dump action buttons. The container has methods to iterate the buttons and activ…
Got the combat log back:
It doesn't store history beyond 64 messages, but it does have a scrollbar now so you can go back and review those last 64 messages. Currently, it's a global log but tonight I'm working on making them unit-specific, with interceptable global messages for events that need to h…
It doesn't store history beyond 64 messages, but it does have a scrollbar now so you can go back and review those last 64 messages. Currently, it's a global log but tonight I'm working on making them unit-specific, with interceptable global messages for events that need to h…
Getting the particle effects stuff back in place, as well as all the various projectile and payload thingies. Still haven't reimplemented the combat system, so the glowy things don't really do anything.
Decided to scrap the 3D UI for now. As I mentioned before, with the official Lua bindings the bui…
The catching-up process continues. Got the action icon/button system ported over, in the process of working on more of the UI pieces. Fiddled with the movement preview grid a little bit. Mostly, just changed the material from an unlit to a lit shader, so that the preview doesn't "cheat" for a playe…
Goblinson Crusoe in a cave!
The Urho3D Lua script system is basically finished, so I have been finding the time to dust off GC and start converting all the various components over.
In the beginning, way back when, GC started as just a simple little procedural island demo. I added a goblin on a raf…
The Urho3D Lua script system is basically finished, so I have been finding the time to dust off GC and start converting all the various components over.
In the beginning, way back when, GC started as just a simple little procedural island demo. I added a goblin on a raf…
I made a toy. A demo of an infinite (or, at least, very large) side-scrolling block terrain. You can find it here:
Download (Google Drive)
Execute it by running the sidescroller_demo.bat batch file; or, alternatively, by executing Urho3DANL.exe Scripts/sidescroller_main.lua -w from the command line. …
Download (Google Drive)
Execute it by running the sidescroller_demo.bat batch file; or, alternatively, by executing Urho3DANL.exe Scripts/sidescroller_main.lua -w from the command line. …
Made a small change to the build structure of the ANL today. Currently, I've been building the ANL as a set of libraries alongside a Framework exe that acts as a Lua interpreter. With a small change, I have added the ability to build ANL into a DLL that exports the root binding function of the libr…
In revising the ANL, I've revisited some of my old projects. Today I did up another example Lua script, included in the Examples folder, called blockworld.lua. It's a remake of my old cube-world generation stuff, demonstrating how a complex function to assign block types for a cube terrain can be b…
As I mentioned earlier, I've started a Google Code project for ANL, moving away from the current non-repo Sourceforge project. The link is here: https://code.google.com/p/accidental-noise-library/ The years spent with this thing have made it abundantly clear that I am just not cut out to be an open…
Settling into a new routine around here, one that involves significantly less sleep and significantly more baby poop. But equilibrium has more or less been achieved.
The instability introduced into my build chain by the recent changes in the Urho3D repo have settled out, and I've got it building fla…
The instability introduced into my build chain by the recent changes in the Urho3D repo have settled out, and I've got it building fla…
And here is #2, baby girl born yesterday AM:
Nearing the end of the critical home improvement projects, and just in time, too... mom and baby are coming home on Sunday.
I mentioned in my last entry that I had been having issues with building GC due to some updates to Urho3D. AgentC patched in a compi…
Nearing the end of the critical home improvement projects, and just in time, too... mom and baby are coming home on Sunday.
I mentioned in my last entry that I had been having issues with building GC due to some updates to Urho3D. AgentC patched in a compi…
Been out of touch lately. The wife and I bought a house. Spent the last several weeks painting, ripping out all the old nasty carpet from 1982, tearing out hideous yellow linoleum and wallpaper, pulling out the upstairs bathtub and toilet, etc... Had to cut the top layer of the subfloor in a couple…
I've been working on fleshing out island generation in GC. The current generator is kind of a legacy holdover from much earlier versions of GC; the basics of it were in the very first prototype that started this project. (Crikey, I had to scroll back through my journal for a long ways to get to tha…
I made an executive decision this last week about GC. To this point, I've been implementing it as prototype code on top of Urho3D, but I've been using my original Lua-based framework and ignoring the fact that Urho3D implements a quite robust framework of its own.
Like so many others, I've jumped on…
Like so many others, I've jumped on…
This game makes me both happy and sad. Happy, because it's right up my alley and I would play the hell out of it, and will as soon as it's finished. Sad, because it's pretty much exactly what GC would be competing against if I ever finished, and it looks far more pretty than I'll ever be able to ma…
Ugh. I did something kind of stupid the other day.
I've picked up a nasty stomach bug that's been going around. Pretty bad. 104 degree fever, stuff running out of me at both ends, the works. Some wicked fever dreams (at one point my wife startled me awake and I screamed about white spiders scratchin…
I've picked up a nasty stomach bug that's been going around. Pretty bad. 104 degree fever, stuff running out of me at both ends, the works. Some wicked fever dreams (at one point my wife startled me awake and I screamed about white spiders scratchin…
Today I did yet another iteration on the basic workings of the UI. This one I like. Enough, at any rate, that things are more functional and "official". Here is a video:
Building a game is a very organic process to me. I've never been very strong at all on up-front design, even way back in college w…
Building a game is a very organic process to me. I've never been very strong at all on up-front design, even way back in college w…
The simplification of gameplay continues. I've been thinking about actions and crafting, inventory management and all that rot.
If this is going to allow a hot-seat multiplayer mode, then I would like to reduce the amount of inventory tetris and shuffling that is required. Nothing more irritating th…
If this is going to allow a hot-seat multiplayer mode, then I would like to reduce the amount of inventory tetris and shuffling that is required. Nothing more irritating th…
I only had an hour or two of down-time at work today, but I was able to put together some quick prototype stuff to experiment with the 3D animated UI I mentioned in the previous (double) post. Here is some video of what I did in action. It's obviously not production code, just testing some concepts…
I'm having all sorts of dejavu while working on the new Goblinson Crusoe visuals. Spent this afternoon/evening working on the floating combat text components and getting the UI figured out. I've taken the opportunity to change things with the UI. I was all set to grit my teeth and port over my laye…
I'm having all sorts of dejavu while working on the new Goblinson Crusoe visuals. Spent this afternoon/evening working on the floating combat text components and getting the UI figured out. I've taken the opportunity to change things with the UI. I was all set to grit my teeth and port over my laye…
Don't have anything to show today. Still writing the UI stuff. Urho3D has a pretty well fleshed-out UI system, but it would be more of a pain to write glue code for Lua to use it than it would be to port over the layered element system from the previous GC setup.
I've also been porting over some of …
I've also been porting over some of …
Getting a few more of the bits and pieces ported over to the new system. Above are shots of the spell targeting preview and movement preview system in the new GC.
Coming up real soon is the part I'm going to hate: the UI stuff. Man, I hate working on UI stuff. I always have. Nothing more be-damned b…
Today, I decided to tinker with the combat mode camera. In the previous iteration, the camera would lock tight onto NPC and enemy units during combat mode when it was their turn. During a player unit's turn, the camera would snap to the unit but then enter a free-scroll mode where moving the mouse …
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