11/9/2016- Maps
- 1 of 5 unique maps loaded randomly on startup
- Maps were all made by my kid brother
- Units
- Movement algorithm generates on cursor entering unit now, disappears on cursor exit
- Movement algorithm tweaked to allow enemies to recognize their own faction to and player to avoid collisions
- Pathing algorithm being implemented for movement of units
- FSM for commanding units to be implemented (the turn order system stats already defines, the pieces are coming together!)
- UI elements complete
- Lists, menus, prompts, labels, headings, footers, canvases
- Main menu added, status screen revamped
- FSM of RPG menu screens to be implemented
- Footers show context sensitive controls depending on input device
- Debug UI improved
- Number of connected controllers shown
- Pause screen shows name of default controller
- Added gamepad / controller support
- Defaults to Keyboard on startup or unplugging of controller
- Joypads will not be supported
- Xbox 360/Xbox One controllers correctly supported
- PS3/PS4 controllers not correctly supported
- DS4Tools for DualShock 4 controllers supported with bugs (changing screens stops controller detection)
- Dynamic controller switching when controllers plugged / unplugged
ProgressHonestly, controllers are a damn headache on the PC. It's amazing ordinary joypads, joysticks, and PC controllers all have outdated code in GM which causes intense lag spikes whenever input is being polled every step. Slows my 60 fps game to an absolute crawl. My preferred DualShock 4 controller is not supported either unless I have DS4Tools. Bummer.
Since all the stats are complete, now is the painstaking bit of working on the FSM for the RPG management screens for the Clan Roster. Equipping spells, abilities, equipment and all that. Then there's the FSM for the battle engine itself. Once I get turn order sorted out, I'll make the next big step for moving units around (although old movement code I once wrote for a Tactics prototype has been copy-pasted in, so theoretically it already works).
It doesn't feel like a lot of work, so much as a lot of organization. It's less like making a game as conceptualizing the engine of a finely tuned car and just sculpting out the components and systems.
The most fun thing once the battle engine and everything is done will be making the spells, abilities, animations and all that jazz. A good friend of mine agreed to work on some classical guitar music. Excite!
Screenshots