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Wed, Aug 26th 2009, 17:21
Fixing a Hole  

As the beta feedback has been coming in, I've been aggressively tweaking Oxidus to get it to worthy-of-public-beta status. I can't really say with any certainty as there are still some hard issues that need tending to, but open beta in two weeks (currently) seems feasible.

Normally I review my SVN logs and turn that into a paragraph or two to give a more specific recounting of the week's work. This week's circumstances to not afford me this luxury. So, you get what I remember instead.

The sliders now have an arbitrary granulation, which allows their value range to be broken into sane increments. Honestly, you will never know the difference between 67 and 68 damage in any meaningful way. This results in a smoother, simpler player experience that still affords the same overall variety.

Previously, all of the administration behavior was through a debug build of the client. It has been reconfigured such that administration is now linked to individual individual user accounts and not the particular build. This allows me (or theoretical other admin) anywhere, provided I have an internet connection. Nifty!

Though you might not expect it, the single most time consuming task this week was making the blueprints save / load buttons highlight when moused over. I had a really hard time coming up with logic for this within the UI system that wasn't horribly ugly, but hashed it out eventually. After that it was a matter of getting the actual "glow" to look compelling, but generic enough that it could be used with other images (as it was implemented as a state of a UI image). AdditiveBlit saved the day; the actual effect is two AdditiveBlits at 50% lucent on top of the normal blit sprite. Now you know my trade secrets!

That should be enough rambling for now. Tune in next week for Wild and Crazy Damage Redesign.

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