Weekly Dev Log #18 and #19


I'm sorry I missed last week's weekly update,  thesis stuff got in the way. I hope I can go back to working full time on the game soon but in the meantime I'll try to advance in my free time. Anyways, here's on what I've been working this weeks.

Programming Department

  • Started working on the level editor for the game again
    • Refactored the class responsible for mouse actions and divided it into more subclasses, separated by functionality.
    • Removed some poorly implemented features
    • Fixed framerate issues, now the software feels a lot more fluid
    • Added exit process option on file menu
    • Documented some methods
    • Added functionality to move the canvas
    • Added functionality to zoom on the canvas
    • Set editor to open on fullscreen
    • Refactored some variables
    • Added snap to grid functionality
    • Deleted fullscreen functionality
    • Set the editor to open with the window maximized
    • Objects are now selected when inserted in the editor
    • Reworked delete functionality
    • Added help menu
    • Added save map option
    • Added open, save and save as functionalities to the menu
    • Added check to avoid opening invalid files
    • Made editor compatible with Wacom Intuos Tablet to use it more easily (Because I don't have a mouse but I do have a Wacom Intuos tablet..... weird)
    • Added Layer side menu to the editor
    • Implemented visibility for layers
    • Implemented feature to change order of layers
    • Implemented feature to rename layers

Art Department

  • Lets Go Attack animation finished
  • Added a debug box asset
  • Added a debug tile asset
  • Added a debug wall asset

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