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Re: Coding Task List - Before IB2 Initial Release

PostPosted: Thu Jul 05, 2018 7:11 am
by youngneil1
Convo screen can now be completely used via keyboard, too (see above for what keys do). This comes very handy for my new notebook as it has no touch screen and cramped in the subway I have no mouse either. The track pad is quite cumbersome to use, so it's a great convenience improvement for myself. Also when lying in bed or on couch and playing this is rather helpful, too. Eventually I will add full keyboard support for all screens but that is for later.

Started to code an alternative to the way convo bubble indicators currently work. The idea is to directly show for each pc who has differing answer options (pc with different answer options use one of the six possible bubble positions (right-down, right-middle, right-up, left-down, left-middle, left-up); pc with same answer options have the same bubble position; no bubble at all if all pc have the same answer options anyway) - in contrast to showing only that several PC have different answer options than the current pc (without further indicating that these other PC might have differing answer options between themselves). Sigh, this is hard to word :roll: :lol: .

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Sun Jul 08, 2018 6:54 am
by youngneil1
Next beta with all of the above changes is ready. I am currently visiting my patents and internet access is a bit limited :lol: , so uploading might be delayed a bit.

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Sun Jul 08, 2018 8:22 pm
by youngneil1
IB BEta v117 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/c6fbq8gst0iw4 ... 7.zip?dl=0

- added keyboard controls in convo screen (w,a,s,d or keys, space/enter to confirm, chosen line is highlighted red before confirmation)
- conversation bubble indicators now have the same position for PCs with same answer options (and differnt positions for different answers), six positions available, you can turn this off again under module settings by setting useAlternativeSpeechBubbleSystem to false

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Sun Jul 08, 2018 10:01 pm
by youngneil1
IB Beta v118 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/h2lt8edhhotow ... 8.zip?dl=0

- adjusted the alternative speech bubble system a bit, so first position/default is "no bubble", followed by five bubble positions; this way it feels more similar to the current system and will work better in the most common situation that no one has a special answer

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Mon Jul 09, 2018 9:36 pm
by youngneil1
IB Beta v119 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/m51umh86g0c76 ... 9.zip?dl=0

- another round of improvements for the alternative bubble indicator system for convos: "no bubble" is used now for the base line of the party answer options (only 1 answer option or all answer options for all pc the same); tested quite a few Hearkenwold convos and it seems to aork as intended (highlighting only those chars with options differing from base line, with a different highlight/bubble position for each char with differnt set of answers)

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Tue Jul 10, 2018 4:17 pm
by youngneil1
For bext beta I have added current party x,y coordinates to the ingame area name (clock toggle).

This has triggered a thought process concerning world structure (again):

I see the gameworld on three different zoom levels (inside/close up, city street/overland POI, carthographical/world). You might have noted the according area setting for shrinking props already (normal, small, tiny props). The time per step setting of an area follows the same idea. What is still missing is info on the name and position that a zoomed in map has in its bigger mother map and grandmother map. I think I will add such properties to area properties and rework the clock toggle presentation.

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Wed Jul 11, 2018 6:10 am
by youngneil1
Some example notation I think of:

World{42,7}: Durin Barony(7,13)
Greentown{0,2}: Trade District(21,5)
Amber Inn{L-1,1,1}: Pritchart’s Hideout(4,16)

So, each area might get the new properies:

motherAreaName
motherAreaX
motherAreaY
motherAreaFloorLevel

collectiveName
collectiveX
collectiveY
collectiveFloorLevel


The above example would then be generated by these settings:

Area Pritchart‘s Hideout
motherAreaName: Trade District
motherAreaX: 21
motherAreaY: 5
motherAreaFloorLevel: 0
collectiveName: Amber Inn
collectiveX: 1
collectiveY: 1
collectiveFloorLevel: -1

Area Trade District
motherAreaName: Durin Barony
motherAreaX: 7
motherAreaY: 13
motherAreaFloorLevel: 0
collectiveName: Greentown
collectiveX: 0
collectiveY: 2
collectiveFloorLevel: 0

Area Durin Barony
motherAreaName: none
motherAreaX: 0
motherAreaY: 0
motherAreaFloorLevel: 0
collectiveName: World
collectiveX: 42
collectiveY: 7
collectiveFloorLevel: 0

WIP

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Tue Jul 17, 2018 7:16 pm
by Zeke
Whoo great updates once again!

Time to create and edit new higher resolution renders. Thsnks! :D

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Wed Jul 18, 2018 6:13 am
by youngneil1
Thank you, Zeke. Looking forward to what you come up with ;) .

A bit slowed down here by RL and also by following every bit of info on the No Man‘s Sky NEXT update :D .

Still, lots of tedious work done on making small and tiny props/party each larger a bit and more usable in those larger scale areas of the gameworld.

Re: Coding Task List - Before IB2 Initial Release

PostPosted: Fri Jul 27, 2018 7:18 am
by youngneil1
Still in slow burn mode, but nonetheless some stuff to report:

I paused my Hearkenwold playthrough shortly for integrating a coodinate info (x,y coordinates visible to the player which should allow better notes about locations of interesting stuff). This triggered a thought process for me about the layout of the game world. A system of zones (neighbouring areas of same zoom level) and three different zoom levels (far, medium, close) is what I ended up with. So close zoom areas can be part of the same close zoom zone. Think of areas stitched together on a coordinate system where each coordinate represents one whole area, this also in vertical direction (floor levels, liek maybe cellar, groudn floor or roof of a house). The whole close zoom zone itself can be part of a medium zoom area (it is represented by an entrance there, think eg of a house drawn over 2x2 squares, with one door square; once you step on the door square you enter the close zoom house zone). The medium zoom area itself then can be part of medium zoom zone (like eg different quarters of a city). And so forth for far zoom areas and zones (the city zone would have an entrance in a barony area which is part of the world zone).

This system required me to adjust the interface. More lines are needed for zone and area info, with respectvie coordinates for each relevant area and zoen across the zoom level chain. To prevent crowding the clock info lines too much, I removed ration and torch info from them and added this info now into sleek new graphic icons on top of the log (top left corner of screen). The new icons are a torch (with light units of currently equipped light source remaining beneath it), a ration pack (with rations left in party inventory shown as number) and a map transition icon (with the words close, medium or far on it, depending on zoom level, as well as minutes consumed by each step in current area shown).

Also I had to shorten and reposition the log and the text in it a bit for this.

Atm I am debugging these new systems and interface functionalities. I will try to make it all purely optional, too.