More little bits of dev

Worked more on those arrows (They’re now bright red, with a white outline, and have animations as they appear and disappear).  Fixed a bunch of internal VectorStorm engine bugs which had been stopping roads from drawing for the past few days, and was also breaking the bounding box generation for a lot of MMORPG Tycoon’s…

Quests

Spent time today on quest visualisation and editing.  Still not done, but there’s been some visible progress. First, I’ve now got a generic way to put UI components inside a frame (currently being used by the quest text display in the middle of the screen).  This obviously needs some new controls added, and there’s some…

VectorStorm engine improvements

I’ve spent a day working on VectorStorm engine improvements, today.  Those who aren’t interested in technical details should probably skip the rest of this post;  sorry, guys! Here’s the list of improvements: 2D Display lists now correctly calculate their bounding boxes, even if there are transforms applied within the display list.  (previously, transforms within a…

Quests back in and working

Today: New-style single-stage quests are now in place.  (multi-stage quests are still TODO, probably for post-MS1)  The screenshot here is of a very simple starting area;  a graveyard on the far left (needs a model), a spawn area in the background on the left, an inn in the middle (with an NPC quest-giver standing in…

Action Bar Data

A friend of mine has often been heard to say that he’s never regretted making something configurable via data.  I tend to agree.. although my usual development process for home stuff is to do a lot more in code than I do in data.  But MMORPG Tycoon is becoming large enough that I’m really starting…