The dialog implementation is now in a good state with all 199 dialog texts refactored, icons being rendered at where they should, the password interface and exit dialog working, and most bugs that kept annoying me out of the way.
Also map rendering is now clipped to the viewport, the foundation for level loading stands, and I ripped out the old animation system and with it parts of how resources are loaded/stored to rewrite it closer to the original and thus making my life easier down the road.
Passwords are called ‘certificates’ in the game, so don’t be surprised when I use those terms interchangeably. While the input dialog works when selected ‘no’ on the new game screen, there are a few inconsistencies with decoding the password so it hasn’t been implemented yet.
It encodes values in hexadecimal, has a length of 13, and stores the following values:
pos | description |
---|---|
0 - 3 | checksum value |
4 | hit points |
5 | game level |
6 - 7 | game flags (low/hi) |
8 | slash speed |
9 - 10 | inventory items (bitfield) |
11 - 12 | gold |
Next
After losing a bunch of work last week I reimplemented enough for working on the first level. The plan is to have our wizard moving around and static object animations like torch flames working so Mordamir can finally leap from his candle.
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