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UI redesign and more

With lockdown (and some recent vacation), we’ve continued progress on HeroQuest UE4 in the month of June.

some highlights
* specify map in map.txt; instead of having to recompile C++ to change maps for debug
* implement disarm traps: the last missing action
* support individual hero spawns in HeroScribe XML
* falling rock fixes (falling block) for corner cases
* migrate from vs2017 to vs2019, update to latest LuaMachine and UE 4.25.1
* start revamping the UI
* spiffy continues working on LUA transcribing for expansion quests (pending commit)
* banana (friend of spiffy) (college student) joined Discord chat; he’s setup and discussed some ideas for what he can work on

Here’s a preview of the new UI:

image

The big change is that instead of having an oversized horizontal menu that covers the center of the screen (that blocks WASD QE input), it’s a horizontal bar on the bottom middle of the screen. For controller input (tested with xbox 360 controller), you can use dpad to navigate.  Keyboard supports arrow keys or 1234567890 hotkeys.  We plan to replace the "1M" etc with icons for move, character sheet, end turn, attack, etc.

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