Living World Productions
Video Game Blog

September 11, 2019

I forgot to mention yesterday that one of the other things that I had accomplished, was I added another button to the Map Editor. At the top of the Screen you will see the button "Hidden Map".

If you leave it alone, your maps will be 'Hidden' by default and the Players have to explore to remove the Fog Of War. If you click the button it will change to "Open Map", meaning as that as the Players travel the map, they have full view of the map in the Play Screen.

The other part of that is that I did finish the preliminary Fog Of War view as a circle around your Avatar as you travel. I say preliminary because it's only set up to allow 'full' normal vision. Later it will be modified to account to Day/Night cycles where those hindered by light will have a visual representation.

Today, I finished up with the pre-made Character Selection Screen. The new feature it has is, if you open that "Load Button" while on the Character Creation Screen, and the list of available Avatars are presented (as seen on yesterday's screen shot...instead of Left-Clicking the name of the Avatar, you Right-Click it, the game will ask you if you want to delete that Character.

Part of something else that I worked on today is the ability for the Avatar to jump locations using the Internal Links that that was built oh so long ago. Currently it only works for links that lead somewhere on the same map. Tomorrow though, I should be able to get the jumping off the current map and onto another.

If people are curious about why you would jump around on the same map, there are a few ideas that could use this. What if you have a teleport pad that sends you somewhere? How about you jump in a well that the river below sweeps you off somewhere? Secret Doors that when you step in lead you to an unseen location.

The design of the map is to accommodate several small maps that all have a close tie to each other. For instance, Kendall keep has a few floors to map out. Stair cases will have links that jump you to another part of the map that has the smaller map placed.

As I was coding this...an idea came to mind that I will put into the next version. That is, the links can also be tied to "events", like falling down a trap and I have to make a cue to cause an effect.

Alright, enough for today.