Took yesterday off. Really burnt out on this project, its hard going. I'm doing the inventory stuff now, so thats getting migrated over to the new v2 project. EXP, gold and food are being applied on return to the lobby.
Full notes
Full Dungeon Flop update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions2 changes0 removals
Gameplay
UI and audio
Maps
addedI'm doing the inventory stuff now, so thats getting migrated over to the new v2 project. EXP, gold and food are being applied on return to the lobby. Its not super fun to show off a number getting bigger, so lets instead talk about the authorers that are avalible for community content. Steam post image
addedSpecifically, we will look at the tile editor. This is the editor that lets you make floors, walls, and door tiles. The "mod" section covers the mods you have installed/are working on. Create mod makes a new directory under the persistent director (appdate/local/...). This will be where all tiles/mobs/items/so on are stored for that specific mod. This can then be zipped and shared with friends.Steam post image
changedUnder that is the tile ID and the tile name. A QoL button is there to use the same name for both. However, people may name things the same across mods, and this will cause conflicts if the names are the same, so there is a nice check/warning if you have named something the same in your mod as something in any other mod in your modding folder.Steam post image
addedThen there is the graphic preview and selection. Clicking brows will open a file browser that will lets you navigate and select your image. currently, everything is 512x512 (yes, i know its huge for a sprite). I plan to add in auto slicing for sprite sheets that users may have made for other games in the past and they dont want to extract each cell and upload.
changedUnder that is a easy toggle for telling the system if its a door, floor, wall. If it blocks vision, does it block movement? Finally, what is the movement cost (if any) for path finding. Difficult terrain, for example, should be harder to move through.
Dungeon Flop changes
addedI'm doing the inventory stuff now, so thats getting migrated over to the new v2 project. EXP, gold and food are being applied on return to the lobby. Its not super fun to show off a number getting bigger, so lets instead talk about the authorers that are avalible for community content. Steam post image
addedSpecifically, we will look at the tile editor. This is the editor that lets you make floors, walls, and door tiles. The "mod" section covers the mods you have installed/are working on. Create mod makes a new directory under the persistent director (appdate/local/...). This will be where all tiles/mobs/items/so on are stored for that specific mod. This can then be zipped and shared with friends.Steam post image
changedUnder that is the tile ID and the tile name. A QoL button is there to use the same name for both. However, people may name things the same across mods, and this will cause conflicts if the names are the same, so there is a nice check/warning if you have named something the same in your mod as something in any other mod in your modding folder.Steam post image
addedThen there is the graphic preview and selection. Clicking brows will open a file browser that will lets you navigate and select your image. currently, everything is 512x512 (yes, i know its huge for a sprite). I plan to add in auto slicing for sprite sheets that users may have made for other games in the past and they dont want to extract each cell and upload.
changedUnder that is a easy toggle for telling the system if its a door, floor, wall. If it blocks vision, does it block movement? Finally, what is the movement cost (if any) for path finding. Difficult terrain, for example, should be harder to move through.
Took yesterday off. Really burnt out on this project, its hard going.
I'm doing the inventory stuff now, so thats getting migrated over to the new v2 project. EXP, gold and food are being applied on return to the lobby. Its not super fun to show off a number getting bigger, so lets instead talk about the authorers that are avalible for community content. Steam post image
Specifically, we will look at the tile editor. This is the editor that lets you make floors, walls, and door tiles. The "mod" section covers the mods you have installed/are working on. Create mod makes a new directory under the persistent director (appdate/local/...). This will be where all tiles/mobs/items/so on are stored for that specific mod. This can then be zipped and shared with friends.Steam post image
Under that is the tile ID and the tile name. A QoL button is there to use the same name for both. However, people may name things the same across mods, and this will cause conflicts if the names are the same, so there is a nice check/warning if you have named something the same in your mod as something in any other mod in your modding folder.Steam post image
Then there is the graphic preview and selection. Clicking brows will open a file browser that will lets you navigate and select your image. currently, everything is 512x512 (yes, i know its huge for a sprite). I plan to add in auto slicing for sprite sheets that users may have made for other games in the past and they dont want to extract each cell and upload.
Under that is a easy toggle for telling the system if its a door, floor, wall. If it blocks vision, does it block movement? Finally, what is the movement cost (if any) for path finding. Difficult terrain, for example, should be harder to move through.
Finally you have the save. This save out the json data and builds a copy of the sprite to live in your mod folder. It does copy and makes a 512x512 .png at that path. Finally, under that is the list of all tiles in this mod folder. Eventually, i'll put it in categories, but for now, im good.