Coding Task List - Before IB2 Initial Release

Discuss anything in general about the IceBlink Engine + Toolset project (or anything else) here.

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Sep 26, 2018 6:55 am

Great progress here - the save/load bug connected with manipulated height levels is fixed (rewrote lots of the new code again, but now its memory imprint on savegames is as minimal as possible and it also works correctly now in a world with connected/cohesive, ie neighbouring, areas). Onyl restriction remains that no manipulation right on the border squares of a map is allowed.

Also got a new script in for manipulating bridge state in run time, too. This at the same time allows to drill a tunnel/break into a wall (a bridge is nothing else, depending on perspective). Comes in very handy.

Looking into ramps/stairs now, to finally allow for full runtime topography manipulation.
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Sep 27, 2018 8:17 pm

IB Beta v132 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/ctun0h313a5l3 ... 2.zip?dl=0

- added scripts for run time manipulation of height level, bridge state and ramp state, ie full terraform; all changes saved properly
- fixed bug with opting to not draw the default stairway graphic
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Fri Sep 28, 2018 5:22 am

I will look into a zone overview map (eg world map, city map...) system next.
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Fri Sep 28, 2018 6:19 am

Collecting thoughts:
- an area can have up to three zone maps that can be called via new buttons between toggles and existing buttons
- add bool showOwnZone, showMotherZone, showGrandmotherZone to area properties, add scripts for changing these bools (so eg maps as ingame items might have to be found ingame first or maybe soem exploration related trigger has to be activated ->author's choice then)
- the overview zone maps are normal areas that are created in toolset (hint: you can import handdrawn maps easily as background images for them) and the party is (behind the scenes) transitioned to them when the show zone map button is clicked
- party icon will change from pc character to just a square selction box though, which can be used to scroll the zone map by "walking" around; when leaving the the zone map via another click on the show zone map button, the party will find itself in the exact same spot and time (no rations used, no torches burning down, no effect time ticking, etc.) as when it entered the zone map
- the zone map will contain a marker for current party location, depending on the real area the party was in when clicking the show zone map button; this marker is static, while above mentioned selection boxed is used for scrolling (player will think party is immovable and that he just scrolls a map)
- likely deactivate the potentially two other zone map buttons while on a zone map, pondering... or better leave them active, but store "true party location" additionally; the later woudl allow direct switches between the different (zoom level) zones
- some other buttons/hotkey might have to be deactivated while on a zone map (casting, trait using), pending
- as zone maps are normal areas script logic can eg be used for info floaties on them or props could be switched on/off to highlight discovered points of interest/quest targets

Note to self: remove vertical level from zone info and make floors own zones

WIP
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Oct 01, 2018 8:23 am

I am curently coding the groundwork for above system (mainly disabling lots of functionilties and automated machanisms that only make sense for real area maps). This will take some time, especially as RL is a bit more distracting these days.
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Oct 02, 2018 8:21 am

I think the current zone implementation in text form (clock info text) will see a revamp while working on zone map system, too. I will use more direct author data from toolset for determining the clock text info. This will be especially needed for cases where fully zoomed in areas have eg only a fully zoomed out (grandmother) zone, but no zone on their own or on mother level (think eg a one area cave directly accessible from world map). This will require a bit more work from authors in setting up the world, but will at the same time grant much more flexibility.
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Oct 09, 2018 8:10 am

Still alive and kicking - the toolset side of the overview maps is done (or so I think right now). Also, the new buttons for overview maps are implemented in the ingame ui. Also, most of the code for blocking normal area functionalities when on overview map is done, too. Next up is coding the transition process (both directions, also between overviews maps; corresponding party icon changes) and also showing only overview buttons for maps actually existing and available (including scripts for setting availability). Slowly but surely we will get there :) .
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Oct 16, 2018 2:31 pm

IB Beta v133 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/90nknez5mx7x5 ... 3.zip?dl=0

- added the overview maps system: via clicking one of possible three map buttons (near, area, world) the player can switch to the corrresponding overview maps (these are "areas" build in toolset, too). On this overview map a red X marks the current party location, while the player controls a selection square that allows him to scroll the overview map. New props that permanently show text above them can be used to have written notes on an overview map. The overview maps can be toggled on/off via scripts, so an author could eg make an ingame requiremnt to find maps first. I will do a separate turorial post on the whole system later.
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

Re: Coding Task List - Before IB2 Initial Release

Postby slowdive » Tue Oct 16, 2018 3:56 pm

Overview map sounds really cool and will be fun to see in action. I like the idea of allowing the author to turn the map on and off based on finding maps or other reasons.
User avatar
slowdive
Site Admin
Site Admin
 
Posts: 3023
Joined: Wed Nov 21, 2012 11:58 pm

Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Oct 17, 2018 6:10 am

Collecting thoughts for graphics that indicate various kinds of transitions:

I. Step on
- green circle with "+" and "-" symbols indicating whether the transition is onto a map with different zoom level: with five zoom level options (++, +, none,-,--). 5 symbols needed

- green stairway up with up arrow with "+" and "-" symbols indicating whether the transition is onto a map with different zoom level: with five zoom level options (++, +, none,-,--). 5 symbols needed

- green stairway down with down arrow with "+" and "-" symbols indicating whether the transition is onto a map with different zoom level: with five zoom level options (++, +, none,-,--). 5 symbols needed

II. Bump (step in direction of)
- Green bar on side of a square with "+" and "-" symbols indicating whether the transition is onto a map with different zoom level: four directions, each with five zoom level options (++, +, none,-,--). 20 symbols needed - as tiles can be turned in toolset only 5 need to be drawn

Looks like 20 symbols can get a transparent grip around the world, explaining the way that all is connected.

Additionally, the tunnel/under bridge entrance lights are used to flag paths underneath a structure or even into a structure on the very same map (in the later case using the master/link area system).
User avatar
youngneil1
Backer
Backer
 
Posts: 4682
Joined: Sat Dec 08, 2012 7:51 am

PreviousNext

Return to General IceBlink Project Discussions

Who is online

Users browsing this forum: No registered users and 1 guest

cron