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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.