Times, trials, and turbulence.
“Don’t like the gum? Try the Patch!”
Development is once again up and humming. Although I’ve jumped around between projects a lot over the last months in a sort of tangential manner, I’m finding it easier and more natural to slide back into Skirmish. I’ve been working on this iteration of Skirmish for about 6 months now, and it’s become a much larger part of my routine than I had realized. Coming home from a long day of work and nestling into some Skirmish code feels much more pleasant than I thought it would be
Today’s area of development in Skirmish’s map editor: patches. Patches are those neat little polygons on the ground that can represent things like dirt paths, patches of greener grass (like that one pesky neighbour!), sand pits, or other effects. Patches are the last ‘mode’ of the editor that I will be implementing — Lights can wait until another version — which means the editor, Battleforge, is getting closer to being completed.
You can see two patches being used above to make a fairly subtle effect of three ground textures blending in nicely. In the other shot you can see the patch being built — the fade-distance selection in particular — which must be a convex polygon to ensure proper drawing. Overall, I think it’s especially nice because it really breaks the monotony and sharp edges that tile-based games tend to create for the eyes. It’s also a very abstract item, so it will be interesting to see what tricks future mappers will exploit patches for.
I’m a little unsure about my original goal of finishing the editor for the end of the month, but we’ll see what kind of progress this weekend brings. Frankly I can’t wait to get the Alpha out the door to a handful of folks and get some feedback, so I’m going to really try and focus on functionality over glitz on my first pass of the editor’s development.
Until next time!