With help of our great modelers we're progressing in adding new contents to the labyrinth. While doing so I've created my first more complex texture for tidbit's treasure chest. I've exported the outline from blender and used gimp to cut something together. :) The maze code has been improved to contain the new Greek style columns made by tidbit.
Some fixes here and there plus the new Use Skill/Item window (key F6) are committed to the SVN. The trick was (as I've learned today it's something already done in an old c64 game Mars saga) to use a UI where all the characters are listed and you can set what you want to do with them separately (like in the combat window), and fire all the events in a single event. If you do so it will play like a combat round, all the effects and logs are the same, as the same function is called as in combat. It works nice and now it's possible to drink some potions, cast some spells on the party. :) You'll surely find it weird as modern games doesn't handle UI like that but personally I think it's quite comfortable - because you don't have to repeatedly select chars and it also remembers last choices.
Monday, 6 October 2008
Still around the maze + Use Skill/Item window
Labels:
3d,
contribution,
hardcoding,
ui
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