Little late again, sort of, with February being a short month. Things are gradually, tentatively improving for me; I can’t really go into detail, but if you’ve got family members with addiction problems, you’ll understand. I sincerely hope none of you do, though. I feel like it might be prudent to tell you guys a bit about my life and why things are late/slow sometimes, but at the same time I don’t want to seem like I’m making excuses.
But we’re here for updates, so let’s get to it. In the spirit of getting everything updated, Crimson has been toiling over the map system and the assets we’re using to make them. It’s a pain to get it all done, but the longer we wait to update, the more work it will be, so it’s something we decided to get done before the next client update, especially since doing so will generally improve everything across the board.
The benefit of updating the map system, for instance, is that it allows us to use the Grid Builder component and still control the cells, which was not feasible before, so we can pre-build grids now in the editor and then load maps onto them during runtime, instead of having to build the grid at runtime. The coordinates for the new system meant it broke navigation and pathfinding, but this has been fixed, and it is ultimately now a simpler system as well, since it now matches the coordinates system in the tools we use to build the maps themselves.
On top of this is Crimson’s update to the views system. This is fairly integral, since we need this in order create and present text scenes to the player, just as we do with battles. Once we have that more fleshed out, of which Crimson is now in the process of writing, we’ll be able to test and run scenes in the game. It should also make building GUI elements much easier, like the inventory screens and such.
So, more boring legwork, but it steadily gets us closer to the next client update. We’re never not making progress.
Until next time!