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Been doing a lot of behind-the-scenes stuff. Just now added map colors, though. (To indicate teams.)
This particular iteration is great because it looks like the bipedal guys are silently screaming, forever. (Their forearms look like the lower jaw of a grossly elongated mouth.)
I’ve since revised that sprite (and several of the others, to lesser degrees) in a later version (not pictured). In the new version, you can still “see” the screaming (if you squint), but it’s not as obvious now.
Pity.
Home sick today. Managed to get some stuff done on the editor. It’s a lot less pretty, but a bit closer to the functionality I want.
Now includes small test level + level editor. Play around with it!
Oh - for reference, the game is currently using a very simple, Fire Emblem-based turn system, but I’m planning on experimenting with something a bit more interesting later. This system is more or less a placeholder.
The map editor now supports placing, editing, cloning*, and deleting creatures.
I’m feeling pretty happy!
*Doesn’t quite work at present. Nope, now it does!
Been working on a number of things, most of them not very well suited to screenshots/update news. Added basic combat and enemy AI, allowed in-game tweaking of units (with debug mode on…)
Also did some small work on Starhaven; my brother had some ideas for how to improve the tutorials, and I helped him implement some of them. Then we got a bit sidetracked with improving the level loaders used for the tutorials, rather than the tutorials themselves. Still, useful work.
The screenshot is of my first test of the newly-implemented level editor. In-game! I love in-game level editors.
Anyway, I have a few more improvements to make to it, and then I’ll be well on my way to having a winnable level.
Splendid!
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