The editor needs a lot of polish but is showing signs of being usable.
First pic is of a test interior, showing ramps and multiple portals on a single cell edge.
Second pic (after the break) is a simple Indoor/Outdoor combo map.
I’ve finished the framework for XML defined UI layouts ( with plug in defined controls)
This UI item was loaded from the XML following the break. The various control types are defined in code, but are set up to be loaded from external sources (.net plug-ins and/or scripting languages that get bound). This will allow the entire UI layout to be changed with out modifying the base code.
The system supports static and dynamic values, getting UI values from a Global Value Cache that will be kept updated as values change. This makes it simple for UI components to use game data for display with out knowing the exact data layout.
R1 of the “Development Bible” is up at http://www.opencombat.net/?page_id=29
This will be the overall document where the main “rules” for the project will be stored. It won’t go into too much detail, and it is currently a very rough framework, but it should lay out the general idea of the project. I expect more to be added to it as time goes on, including Weapon and accessory specifics for sure.
Tags: code
The main P2501 code has been moved out of the graphics lib project, and into the new OpenCombat google code project, here http://code.google.com/p/opencombat/
I feel a little bad about it. This move happened because someone else wanted to register the name OpenCombat at google code, and I was notified when they did. Kinda cool of google to check SF projects for name conflicts. I’m sorry to whoever was wanting the name, but I realy am working on the code, it was just in another repository.
Well all the more reason to set the site up properly, since I’m at the point where I need to start running some global services ( authentication, list server, stats, etc… )
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