Rose Of Eternity

Daily Journal

Tag: UI (page 1 of 2)

Abilities: How In The Hell Should I Implement Them?

Over the past few days, I’ve spent some time laying the groundwork for ability implementation. This consisted of a few things:

  • dynamic loading of all abilities from an external JSON file
  • associating above loaded abilities to units (which are also loaded from an external JSON file)
  • tying in abilities to existing radial menu framework
  • getting some free, prototype icons

The question still remains: How am I going to implement this ability system?

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Quality Of Live Improvements

Look at that! I’m almost on a semi-regular posting basis. I believe this makes 3 posts in 3 weeks. Baby steps, folks, baby steps.

State of the Union

Overall, it was a pretty good month for me. After so much back end work, it’s been nice to be on the polar opposite of things, doing all sorts of things with the UI. Some of it was cosmetic, some was functionality, but everything was in the “Quality Of Live Improvements” category. Here’s a quick run down on what I accomplished.

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Radial Menu Prototyping

The past few months have been very important for the backend foundation of this game. It’s been something that has to happen, but when it comes to showing it off to people, well, it’s not so easy. Well finally, I’m able to start working on things that I can actually show off to people, and damn, it feels good.

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Full Game Cycle

I suppose it would be disingenuous to start this post as if I didn’t fall off the face of the earth for the past month and a half or so. I only have one excuse:

 

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That’s A Wrap For Inventory Work

State of the Union

Well, folks, that’s it. After what seemed to be the longest month of development so far, I have finally put the finishing touches on all the prototype work I’ve done on the Inventory system and all the other various systems that interact with it. I certainly did not expect to spend so much time on it, but I also did not anticipate adding feature after feature. Every time that I thought I was done, I always had an idea for something else to add in.

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2 Hour Challenge: Unit Switching

This morning’s update almost never came to be.

For newcomers to this blog, I commute about 5 hours (round trip) door to door from my home town of Poughkeepsie, NY to downtown Manhattan, NYC, where my company’s office is. I’ve been doing this song and dance since 2004, it’s quite old, I hate it, I hate trains, I hate people, etc.

The one thing that keeps me going is the fact that I do get to get a fair amount of game development. That is, if I’m able to stay awake…

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Item -> Equipment Slot Swapping. Also Added Attributes To UI Above Equipment.

This might as well be called the month of “Inventory UI”. It’s been the only thing I’ve worked on thus far, and just when I think I’m done, I’m like, “Oh shit, I should probably support this minor feature as well”. Minor features are, well, minor, but a dozen of them = month of “Inventory UI” 🙂

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And Now For Something Totally New… More Inventory UI Stuff!

 My work with the Inventory System continues. On the one hand, just because of how I like to develop (i.e. bouncing from system to system), I’m a little drained with my work on this. On the other hand, however, an Inventory System is one of the key components to any RPG, and it has to be done right. Also, I have been able to knock out a lot of the core work of it. The way I have reconciled this in my mind is: The more I get done now, the less I’ll have to address later.

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Solid Progress On Inventory UI

I admit I got distracted more than I wanted to this week, however, when I was able to focus, I was able to get some solid progress done on the inventory UI.

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Unit Equipment Slots Prototyping

A few days ago, I finished prototyping some inventory drag & drop functionality, which I discussed in February’s State of the Union. The next logical step was to begin working on unit equipment slots, and making sure the drag & drop stuff worked there as well.

Of course, I actually had to do some upfront UI work in order to display a unit’s equipment slots.

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