Times, trials, and turbulence.
Skirmish still kicking.
With my previous voxel renderer project finished up, I decided it was high-time that I got back to work on Skirmish. Where I left off was during my work on the HUD, with the chat/input system next on my ToDo-list.
The ‘chatbox’ serves as output for all in-game chat message as well as game events (flag capture or death notifications) and other system/network events. Messages are all timestamped and placed through a channel, so certain channels can be filtered or ignored, and optionally can be recorded and saved to the player’s computer. Another tiny plus is that channels are colour-coded for easy distinction.
The ‘inputbox’ is a simple window that allows all ‘game keys’ (movement, firing, inventory selection, etc) to be ignored while all regular keyboard input for typing messages are enabled. It took a while to get it to handle extra whitespace and word-wrapping nicely, but it seems to be fully functional at this point.
(Chatbox text is fabricated filler; minimap text was drawn in)
The above screenshot shoes the basic functionality of the chatbox, which is simple enough, and an indicator of where the mini-map will go after the map editor is created. The mini-map will rely on large thumbnail’ed images that the map editor will — once created — generate alongside the map data.
An artistic friend of mine has offered to take a shot at sprucing up the HUD a little. I mentioned that my aim is for a gray burnished metal look to the outer borders, with a darker less-scuffed metal for the inner areas of the HUD windows. I also granted him total artistic license with it, so it will definitely be interesting to see what he comes up with. 🙂