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Progress Post

9/2/2024

*About

  • Started officially working on chunky story content. However, i had to add a few more features to make creating narrative maps a bit more managable.

*Added Autobackup feature

  • Added this cause One of the campaign maps i was working on got overwritten by accident.
  • These backups will only save the .json file (even for zip files) and will be stored in the appdata “AutoBackup” folder (next to the “MyMaps” folder).
  • You can set for how long the interval for autobackups should be (minimum: 1 minute, maximum 60 minutes). The default is 2 minutes.
  • It feels a little more secure to work on stuff with this feature.


*Added “Text Holder” (String) Entity

  • Added this because i usually use a string to store the current state of the campaign when i make games in other engines.
  • Added string DO events:
    • SetString
    • CheckAndTriggerLogic
    • OpenStringInputWindow
  • Added string ON events:
    • OnStringInputWindow_Submit
    • OnStringEquals
    • OnStringEquals_CaseSensitive
    • OnStringContains
    • OnStringStartsWith
    • OnStringEndsWith

*Added special “false” events to the string/counter event list

  • The event system is very basic and “hardcoded”. The goal is to keep it as dumbed down as possible to let players wire things up as quickly as possible. Instead of adding a logical operator entity, i added alternative “_false” events for each logic event.

*Added Input windows for Counters and Strings (For gameplay purposes)

  • These windows can be called with the event: “OpenInputWindow”.
  • Use “OnInputWindow_Submit” to make stuff happen after the value was submited.

*Made it so that the player can use <> brackets in more places to access variable values

  • For example…
    • OnClick -> AddToCounter(< amountToAdd >)
    • OnClick -> LoadMap(< mapToLoad >)

*Deprecated the door entity

  • Since events will be a thing now… level loading is simply done with OnClick -> LoadMap(mapName)
  • Reasons why doors got removed: not useful anymore and looked out of place.
  • Maps look better if you make your own door… you can use your own sound, you own animation, your own preview.
  • Old Doors will only load in old maps. (to not break old maps)

*Updated Painter tool

  • Added a paint mode dropdown:
    • All Face Properties
    • Materials Only
    • Colors Only
    • UVs Only
  • This makes texturing and fixing specific areas easier.

*Updated Selection tool

  • This was needed now that you can have object hierchies.
  • You can switch orientation modes for the transform arrows
    • Positioning: Center/Pivot
    • Orientation: Global/Local

*Added a “range” option to the OnClick event

  • Instead of infinite range… the default will now be (0 - 1.5 units)

*Added Additive map loading

  • Added this because i needed a way to organize a way to load-in content as per-need basis.
    • For example. On Christmas day -> Load decorations around the map.
  • Things loaded additively will not be saved onto the current opened map (when you press save).
  • You can wire events together from seperate maps
    • (make sure you’re currently editing the base map you want to save).
  • Added “LoadMap_Additive” event (for gameplay reasons).
  • Added “OpenMap Additive” menu option.
    • (mostly used for planning out placement of things and/or wiring stuff together)

*Added Prefab Entity

  • Useful when you want to use the exact same build in multiple maps, or to easily manage a repeated build without having to copy/paste each time.
  • Events:
    • LoadMap
    • ClearMap
    • OnMapLoad (waits for the content to load)

*Added “SetPlayerPosition_PlayerMover” Global event

  • Added this purely to make it possible for the player to return back and be oriented in the correct door.
    • Players have to set up this logic on their own though…

*Added “Global Events”

  • This is DIFFERENT from general global events.
  • Added this to make managing events between additive maps easier.
  • For example… When using a “train” in a bunch of maps… and you want each map to handle the “TrainDoorClosed” event differently. You can do…
    1. OnGlobalEvent(“TrainDoorClosed”) -> PlayAudio()
    2. OnPathReachEnd -> PopGlobalEvent(“TrainDoorClosed”)

*Misc.

  • When using “save as…” the file explorer will now automatically fill-in the current map name.
  • Audiosources:
    • Added fade-in and fade-out parameters to PlayAudio/StopAudio events.
    • Added SetPitch event
  • Added path event: PlayOnPath_Additive_RotationOnly_Reverse
  • Adjusted video player resolution texture
    • The texture will now be the same resolution of the video. Added this to make low res pixel art animations watchable.
  • You can now use snapping increments when rotating.

*First Story Chapter Complete: Prologue

  • Story development started way later than i planned… but the good news is actual levels and art are being made. (As opposed to sketches and planning)
  • Scrapped the old prologue and remade it entirely with the new level editor.

[Future chapters preview]


*What to work on next

  • Finish the next 2 chapters.
  • Create trailer.
  • Post trailer on steam with realease date.