Just a simple media update today since I wasn’t working on the game itself, but I started seriously working on the base map tile graphics. But mostly it was about time to start making the base Level Editor for Shadowdawn. Though I’m not sure how much effort I want to put into the script/dialog if at all, the main key was being able to “paint” map tiles and drop in decorative objects like trees and rocks around. Painting map tiles was easy, didn’t realize how annoying it would be to make a useful texture selector for the map objects though. Luckily that’s all in place and I can draw in the map using just the controller, which will speed up the game development process tremendously.
My Xbox 360 controller for PC has some physical flaw where the Left Shoulder button doesn’t release properly, so the game constantly thinks it’s being held down. I had to remove some of the screws at the base of the controller to loosen up the casing and it seems to do the trick without damaging the rest of the unit. It’ll be nice when I start porting the code over to the actual console so I have a fully functional controller. I am kind of curious what control scheme I should use for the PC version of the game though, since Shadowdawn is not the among typical generation of PC RPGs where you point and click and auto-attack things.
Also today I implemented the save and loading file, though I’m still finalizing some aspects of character development (mainly, how I want to handle XP). I know, it’s a lot of boring busy work but stuff that needs to get done. I’ll post more interesting updates when I can 😉