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…
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