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).