Everything’s a power

Have now got powers properly working with cursor behaviours. That is, powers can trigger changes to cursor behaviours, and changes to cursor behaviours are propagated back to powers. So this means (for example), that if you change your mind about placing an inn, you can click on the “Inn” button a second time to cancel…

A productive weekend

Not that the game looks a whole lot different for it, but still. Some will remember an awful long time back when I was talking about automatic save/load support.  Well, this weekend I finally sorted out the last few real issues remaining with it, and got it all saving and loading (previously, it was only…

Figured it out

Finally worked out the proper way to set up my action bars.  Sadly, it’s not quite the way they’re set up right now. The old system, the one that was in use for v1 and v1.1 looked like this:  [Button].  That is, the interface button itself did everything;  it checked for being clicked on, it…

More on the left bar

Today I brought across the road-creation and NPC creation tools to the new UI system.  Went really smoothly and easily.  Very much looking forward to removing all the old custom code that was required for this stuff. I also brought across half of the terrain-painting functionality, which has been a little more tricky (and still…

Left Bar

So it’s taken me an awful long time, but I’ve finally got it hooked up.  Creating buildings is now accomplished by using a side action bar, and is completely data-driven.  What’s more, the whole thing now works together with the “grab anything and drag it around” functionality.  Plus, I’ve now got the ability to put…