Friday, May 29, 2009

Update: Player interactions, decks

sat-interactions
Started working on the player interaction system. It's basically a system similar to the Sims. You right click on a usable item, and a context drop down menu pops up, as you can see in the above screenshot. As expected, selecting an action from within this menu, makes you walk next to the item and perform it. Some actions will be tied to skills, so a character with a high "Survival" skill for example, will set and light up a campfire faster than normal.

In other news, I started working on another building element: decks. If you have played the Sims 2, you'll know them as foundations. Decks allow the placement of different tiles on top of them, and of course different stairs will be available to make them reachable. With decks you can build things like porches and other similar stuff.

That's all for now. June will be a busy month for me so development will be slow or even halted, but I may still post about other things if I have the time.

Lastly I want to thank you for the poll votes! I wasn't expecting any attendance at all!

Wednesday, May 13, 2009

Update: Map editing tools, player movement

I've been working on the basic map editing tools lately, namely the resizing, shape and density of the "brush" with which you raise/lower terrain and place tiles. Also, a temporary interface to select between the available tile/wall/tree types for placement. On a side note, I'm planning to include support for custom graphics, that is, new tiles/walls/trees the players have created and have placed in a particular folded, should be available in-game.

The map editor is not 100% ready yet, but I needed something new to keep things exciting, so the couple of days i started working on player movement and interaction. For movement, I have these three options in mind:
  1. Diablo movement - Click somewhere once to go there or click and hold to keep moving, constantly finding new paths.
  2. Ultima movement - Click on the direction you want to go to advance 1 tile towards it or click and hold to keep advancing (without calculating paths)
  3. Sims movement - Click where you want to go, and select "Walk here" from a context menu that pops up.
I'm not sure yet with which one I'm going to go with. On the other hand I'm thinking of including all ways and letting the player choose his favorite through the options menu.

That's all for now! Enjoy a couple of shots showing off some new tiles!

sat_teaser_day

sat_teaser_night