Skip to main content

Radial menus

A lot of work this week, but you can't really see any of it.
I've been setting up the interface between the player and all the controls. Now I have a way of entering any kind of command I need in a way which is (IMHO) pretty easy to get to grips with.

Here's the early concept:

[radial menu with two levels]
This was my first concept, that you would use the radial menu to switch to a non-game state and from there you could use direction keys and space to set up various parts of the game.

But I thought it would be better if the radial menu could be expanded with multiple layers to handle things directly in game without entering a non-game state.

So now you can control the camera, perform actions and feats, give orders, switch characters, set default AI behavior and other things right in the game.

[8 level radial menu]

And all layers lead back to the main layer, so hopefully you can't get lost in the menus.

Some interactions though still need to enter a non-game state. For example organizing your inventory or resting and eating.

In that case you'll still be able to use the radial menu to exit back to the game. it will always be there.

The radial menu looks kind of crappy right now because it's just a placeholder. Later it'll have proper graphics and probably have special icons.

[like this]

For now I'm concentrating on getting a game that works, then making it look good later.

[Try to think around the problem]

A few days ago I was stuck with a big task to do and nothing small which I could work on until it was finished. These kind of bottlenecks in development are a real problem for me, since I don't get a lot of time for the project and it sucks to get half an hour but not be able to do anything. That's just not enough time to clear the bottleneck and it only confuses things to leave a task half completed.

Anyway, now the menu structure is in place there are a million ways in which I can move forward, many of them will take less than 30 minutes to do, so I can be more productive and less stressed by the project.


Popular posts from this blog

Vinland 1936

What have I been up to this month?

Well you can see it in a couple of development blog videos, here, here and here.

Vinland 1936 is a game I've been working on (on and off) for about 3 years. It is somewhat based on the old Nirval interactive game, Blitzkrieg;

I hope you've played it since it is one of the best games ever!!! (IMHO)
Blitzkrieg was a real time tactics game. You didn't build a base, or spawn units. It wasn't about rushing the enemy. You got a small number of troops and vehicles that could be replenished or repaired if you had access to a supply base and the right supply trucks, but couldn't be replaced if lost. Once your vehicles were destroyed and your infantry killed you were finished. You couldn't just churn out some more from your factory and have another go at rushing the enemy guns. This made you invest a lot in each of your units. They really mattered.

It was also procedurally generated. Each mission (except for the historical missions) was…

Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.

Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …

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.