2/10/2012

definite progress



if the rest of the week remains relatively peaceful, i should be able to get 0.4.0 out by this sunday.

2 comments:

  1. It's raw (not that it could be refined with only a day or two of work on it) but looks very promising. Are you going to add buttons for attacking and whatnot or is it similar to Valente's (or Nuku's) game where you type the commands?

    This might be too early to ask, but are you considering no adding some sort of graphical overlay on the GUI, instead of using the default grey theme?

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    Replies
    1. the 10key on the right is going to handle most of the simple controls. when you first boot things up it's going to have 'new game' and 'load' buttons, once you have a character loaded it's going to turn into a command panel (explore, examine, move, inventory, character, etc). when you choose 'move' it turns into a series of arrows (n/s/e/w), stairs for up/down, and doors for enter/exit, plus a big X in the center for 'cancel'. the text bar is for input that can't be controlled through the keypad - entering names, dialogue (though a true text parser won't be included for a while, if at all), anything where having more than 10 options is convenient, basically.

      as far as an overlay, i'd be glad to use one once i get one. i have little talent with photoshop (or paint as it were), so if anything, i would end up using stock photos or the like for any graphical material i needed unless someone comes forward with a contribution. obviously, everyone who contributes something is going to get a 'kudos' on the opening screen, but that's about all i can really offer.

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