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The camera in the main screen must follow the player person.
[ x ] Use simple implementation on camera. It has transformation used in spriteBatch. Also the camera transformation used in the calculation of the mouse position in world.
Animation - Actor idle animation
Actors render from idle spriteset and sweep/float in one hex.
[ x ] It was made througt IActorStateEngine.
Animation - Actor move animation
Actors must move softly during 0.5 seconds. And they must do steps like sinus. And view model flips sprite based on move direction.
[ x ] It was made througt IActorStateEngine.
Screen statement
Screens is different state of the game.
[ x ] SceneManager with Scene as DrawableGameComponent.
Command queue
Commands need to be auto repeatable. Pay attension to moving animations
[ x ] CommnadLoopUpdater was introduced in the client.
Scheme Catalog
Currently scheme catalog set in environment variable. This will not works after build on client machine.
[ x ] There is new scheme locator to find schemes in the bin directory.
Mouse position
Currently we can select hex.
[ x ] The hex detection performs via the axial coordinate system.
Warnings in references
Core's projects referenced directly in the game. And Visual Studio shows warnings. We need to understand and fix this issue.
[ x ] It dessapeared after client porting to net5. This is not full and understable solution but the issue don't reproduce right now.
UI - menu screens
The majority of screens are menu or info panels (title, scores, settings). We need to get easy and performant way to build UI. Looks for layout, buttons, scrolls, input boxes.
[ x ] Just try to make simple controls by own hands. Now we have button class successfully used in game screens.
UI - main screen overlay
We must pay attention to interaction with HUD of main screen since it must ha not affect on underlying game object.
The game is isometric. So game objects can overlap each other. The biggest difficult is a parts of a sinle composit object can be before and after actor in same time. For example, walls of cell.
Mosters different types must visualize differently. Currently we have two types of monsters: mono-sprite and humanoid. The view model must select correct type of visualization based on mnster scheme.
Shadows (semi-transparent black rounds on the floor) show volume of objects. We should draw shadows under actors and, may be, under some static objects.
[ x ] All game objects is combination of graphics root and shadow sprite. When a actor moves the shadow moves under the actor and change its size depends on step progress.
Localization
Threr are 2 points of localization. The first thing is UI localization. I thing it will be based on resx. Second thing is localization of game objects (equipment, monsters, etc). This info stored in schemes themself.
bin
directory.CommandInput
responses for putting suitable command in the pool.The text was updated successfully, but these errors were encountered: