Game progress
November 11th 2011 -
I’ve completely overhauled the game’s online editor in anticipation of letting people create their own worlds. In doing so, I’ve finally coded up some of the basic widget functionality they need – windows that can be dragged around, constraints so they can’t be dragged off-screen with no way of getting them back, local storage so the game remembers where you put everything. All the items and blocks and light level management packed into separate subwindows. It’s beginning to look pretty nifty, but all the on-screen windows make response a bit sluggish. Hope that’s just my ancient computer. 5 is ancient in laptop years, right?
Next I need to add a way for people to teleport away from the current world back to a “safe” world, and preferably to any world that they can edit. Unfortunately, that means I’ll probably have to write scroll-bar code, and possibly pull-down menu code.
Then I can get back to fun stuff like coding aggressive monster behaviour that will allow the “Dalek” game functionality. Although… sigh… I really should create a “damage region” list before people start creating regions with lots of monsters. Currently, whenever an item moves, there’s lots of redrawing the surrounding squares to take into account changed viewpoints, lighting, etc. A single square could be redrawn dozens of times as it responds to each moved item. A damage region approach would just create a list of the squares that need updating, move everything, then update everything once.
Owen Says:
November 14th, 2011 at 6:53 pm
Sweet!