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Starting work on the user interface.

I've finally had some time to spend on coding so I've moved forward with player movement and added the beginning of a player UI.
Right now you can see the player's health bar and status light, showing who is selected and who has movement points or actions still to perform. These are going to be essential for the next stage, the beginning of combat.

I've learned a lot about tile set design too, notably not to make the door recesses too deep, as it makes it hard to find characters or objects which are in a doorway.

I've also worked on camera control so you can tilt the camera in to an overhead view to get a really classic roleplaying game feel.

I reworked footprints so they are dependent on player actions, they will look much more natural now. You can see the new version in the video:

 You can see the health bar shows fortitude, focus and stamina in yellow, cyan and magenta colors. Having three main types of health bar will not be strange to elder scrolls players, and these are somewhat similar.

However focus is not just for magic, but also for combat and ranged weapons use. I don't want to make it too difficult to regain focus because doing so can make magic users pretty useless (as in the ender scrolls 3 Morrowind). However, I don't want to make it too easy to cast a lot of spells as this is a low magic setting. Spells are going to be very useful, but perhaps not all that common.


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Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.

Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

Map screen designs

I've been working some more on the map window. Right now you can only see the base, it doesn't show items, enemies or even doors on the map yet. These would be decals.

In the top window you can see the modified result of last night's tile based map. It looks good but there are some visual artifacts related to the problems I encountered yesterday, and as well it takes much more code and time to calculate.

The second window uses a cheap trick to fake an beveled look from a smoothed version of the 32x32 map. It uses black to mask unexplored areas.

Finally the third version is meant to look like a had drawn map. I'm using a cross hatching texture to distort it and unexplored areas are shown as blank map paper.

There's going to be a mechanic in game where you need to use some paper every level in order to activate the map for that level. From there it will fill it in automatically. Paper will be pretty rare so it might be worth keeping it safe for the more complex level…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.

Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…