Gauntlets of Recursion (+3)

Times, trials, and turbulence.

Battleforge edging closer to completion.

The serene break of the holidays is nearly at a close, and luckily so is the development for the Alpha version of Battleforge. There is still plenty of work to still be done, but the vast majority of the painful bone-crushing labour is out of the way. 🙂

The first task was finishing the “Tile Mode”, which allowed the user to perform drag+drop operations that either placed a tile over an area, removed the top-most tile from an area, or cleared all tiles from an area (using left click, right click, and CTRL+right click, respectively). Tiles are now loaded into the ImagePalette, and is fully functional:


(An exciting arrangement of tiles.)

I also implemented a shortcut to “grab” the current tile the mouse is over, via SHIFT+Left Click. Thanks to The Visible Man for the suggestion!

After Tile Mode was done, Prop Mode and Decal Mode were next on the list. If you recall, Props are classified as objects in the game that obey the physics engine (boxes, chairs, trashcans, empty bullet casings, etc), and Decals are purely aesthetic decorative objects that add to the atmosphere, such as blood stains, sludge marks, or miscellaneous trash. Since they act nearly identical within the editor, it made sense to bundle the logic for them together as well. Both can be placed on the map, selected, moved around, rotated, and deleted. All of this functionality was packaged into an EntityBox object which pointed to its respective type.

bf_img4.PNG bf_img5.PNG bf_img6.PNG

(Left: Selecting multiple crates and moving them; each showing a ‘ghost’ of where it will be moved to.)

(Middle: A small scene built using the Tile, Prop, and Decal modes.)

(Right: Using CTRL+Left Click to select one set of Props, and then making a selection box to select others.)

There’s quite a lot of functionality packed into each of the modes, allowing multiple selection types and colour-coded transparent selection boxes based on what you’re trying to do. It’s still pretty rough around the edges, and of course lacking any form of documentation, but I’m happy with it for an Alpha version.

Barring anything I’ve forgotten, all that remains is Patch Mode, the Map Settings dialog box, and map saving/loading. Ambient Settings and Light Mode will come at some point in the Beta version. I’m looking forward to the release — which will hopefully be this month — and getting as much feedback as possible to clean it up even further for the future Beta. 🙂

4 responses to “Battleforge edging closer to completion.

  1. Draff January 5, 2008 at 6:34 pm

    Looks great! Better than the last one by far 😀

  2. The Visible Man January 5, 2008 at 10:52 pm

    Wow, it’s turning out great! Can’t wait to try it out!

  3. brian (rip-off) January 6, 2008 at 9:11 am

    Impressive progress. Such GUI programs can often be problematic if not approached in a sensible way. Based on your progress, I think I can safely assume you’ve got that bit down.

  4. Lachlan Littlemore January 6, 2008 at 5:02 pm

    Looking very nice there. Programming GUIs for editors can be a spirit-crushing experience. Hopefully you don’t have far to go!

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