Archive for the ‘User Interface’ Category

Progress progress everywhere

Well suddenly I have been doing lots of progress, and the game is feeling quite complete now, featurewise. I have added several sound effects, some new monsters, And I’m in middle of finalizing the User Interface.
There will be  weapon stats and armor stats shown in the UI, so one doesen’t need to guess too much [...]

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Production status right now looks good

I have been working on several things lately: Keyboard shortcuts for quickbar, adding  soundManager,  combat calculations based on damage/armor lookup table, item cooldown and  restricting map teleporting.

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Would you like to know more?

What’s the use of having different weapons, if you cant find out the differences? Giving player needed information is vital for good game playing experience.

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is (b)ag new (i)nventory ?

I _finally_ got the inventory system working. There still is small bug, but its usable now.

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You press i and the inventory opens

You press i and the inventory opens. This is one of those wonderful Written in Stone things in computer rpg’s.  Inventory is good, its filled with tiny pretty items that will help you go on and conquer the world in front of you. And it’s so simple to use! You just click an item in [...]

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Fire

I did some preliminary spell coding.  For fire effect, I found an exellent example in depths of web, in Mike T. Henderson Blog. I converted the example to as3, did some integrating to the engine, and result looks quite good. 

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Peek to poses

In a comment to an earlier post, Callan kindly suggested a timesaving tip to speedup animation process.  This gave me idea to show a timeline snapshot, so you can get idea of the animation level I am aiming for:
Yes, it is getting quite complicated… and to add some more complexity, one needs to consider framerate [...]

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More Loot!

I have been on summer vacation, and travelling, so i haven’t had much time to code. But now I’m back =)
I’ve been working on area loading and saving. Saving is not complete yet,  but I probably get it ready quite soon. All collectibles (items that can be picket to inventory) and npc’s will be saved, [...]

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Open sesame

Well, sometimes the code just writes itself, nearly. I have made good progress, and now all collectibles (potions, etc), npc’s and containers (like chests) all come from area data, which can easily be manipulated, and will be easy to create from editor mode of the game also.
There is is also basic alertbox that can be [...]

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Chest!

You see a chest on the ground. You carefully approach it, and since there apparently are no hidden traps or lurking monsters, you decide to open the chest. Then…

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