Roguelike mouse control
Posted: August 20, 2021 Filed under: Patreon Leave a comment »I made a start on mouse input for movement and specifying action targets today, it’s still a little clunky but I’m pretty sure I’m gonna be able to make it so the game doesn’t need a million shortcuts for every little thing (although it probably will have those, because those are COOL :P)
More Roguelike interface stuff
Posted: August 20, 2021 Filed under: Patreon Leave a comment »Had a couple of “bleh” days but I managed to get back to work and I did some more interface stuff today!
I improved the action card interactions, and made it so the interface is both on screen, and also a bunch of physical objects on the table beside the game:
also I modelled/textured a notepad with the plan that it will be the player’s inventory. Items you pick up from the board will be placed on that.
I’m thinking once I have that working, the other part of the UI will be the player’s character sheet, with HP/MP etc at the top, stats and then equipment beneath. But everything might change, it’s all rough for now aaaaand I really should spend more time working on the game than the UI 😛
Monthly Build 2018/05 – SeRo:Space
Posted: August 20, 2021 Filed under: Patreon Leave a comment »I can’t spend much time talking about this one because my stomach is currently staging a rebellion against me, but I did make a video talking about the game and why this is the monthly build.
You can grab the downloads below as always. And also as always I really appreciate your patronage, it really helps, thanks so much <3
Expect another post as soon as I’m better to talk in more detail about my big project this month.
o/
Sinput Update
Posted: August 20, 2021 Filed under: Patreon Leave a comment »So for the past month-and-a-half I’ve been working on nothing but my new input system: Sinput. It was supposed to take a couple of weeks, but in the end I spent three times that on it… even though I think it cost me a few patrons in the meantime, I think it was worth it!
Sinput is going to greatly improve how quickly and easily I can get input working for my games – a thing that normally takes a loooong time.
And if I’m honest, setting up good input systems has been such a daunting task that for some projects, avoiding it has been what killed them.
But more than just making things easier for me, over time I’ve found myself caring more and more about making sure games are as accessible as possible. I feel this is somewhere Unity’s input system fails in a very big way, and Unity developers have no easy way of getting around that – it requires quite a large time investment to make games with more accessible control options, but it shouldn’t.
With better input systems, game developers could quickly set up their games’ input to allow as many people as possible be able to play their games. With Sinput, I’ve done my best to facilitate that.
Any game using Sinput with the included rebinding scene will have controls that can 100% be rebound in the game (and not just Unity’s splash screen that doesn’t work great for many inputs, and often has to be disabled for stores to list the game as ‘controller compatible’, or for developers to avoid getting negative reviews from players who have ignorant opinions about game-engines).
Sinput also includes functionality to make various features much easier to implement, such as axis inversion, toggle controls, sensitivity, and button repeating.
I’ve also made it as easy as possible for developers to support more than just the Keyboard/Mouse/Gamepad inputs that Sinput supports right away. Virtual Inputs mean that anything a Unity script can access can be used as an input. This is how the touch control prefabs included with sinput work, but this should also work for many other things too; for example if you have a custom controller that Unity’s input system doesn’t support, you can make an interface that will work with Sinput and you won’t need to change any of your game code at all.
Because I care a lot about this stuff, a lot of the time working on Sinput up to now has been making documentation, video tutorials (with subtitles), a clear store page, and I’ve made Sinput free.
More accessible games mean more people can play, and this benefits everyone. Hopefully with the work I’ve put into Sinput, more developers will be making more accessible games and people I’ll never know will be able to have a blast playing games I might never hear about. That would be awesome 🙂
Anyway, with this I’m done working on Sinput for a while. I’ll be getting back to work on my own games now!
To patrons who kept supporting me despite my not making any gamedev posts in this time, thank you so much! Your support has made a huge difference for me and I don’t think I’d have been able to dedicate time to something like this if it wasn’t for you. I love and appreciate you so much! <3
Monthly Build 2018/06 – Dead End
Posted: August 20, 2021 Filed under: Patreon Leave a comment »Guess what I’ve finally gotten back to working on! 😀
This build might initially look pretty similar to the last one, but I have done a BUNCH of under-the-hood type things and blocked out most of the second half of the game.
There is still a fair bit to do, but for me, it’s starting to feel like it’s really coming together. So I’m really happy about it 🙂
As always, I really want to thank you for your support, without it I’d never be able to work on a project like this and have a hope of finishing it. So it means the world to me! <3
(Also that skull picture up there is actually a video of me talkthing through the build, I dunno why patreon is hiding the ‘play’ button on videos for me but it is definitely a thing you can click and watch <3)