Turns out that the issues with the server images was simple after all.
Back in january I tweaked the images to include the amazon agent so we could get memory usage info in cloudwatch. When I did that I must have left some files from an old build around. Later on, when the newer code was pulled and extracted, it didnt replace what was already there and we ended up running this weird frankenbuild when we had old code and a new db schema.
Dumb but fine. I then fixed up the server side code for storing the default board. I’ll push that to live tomorrow and then soon we’ll work on ingame UI for this. I expect we’ll add a marker to the entries in the board panel.
Ok, time to sign off. Peace
We’ve had a lot of good days of progress so it was about time for an annoying one.
Today I was looking to push some server side changes to allow GMs to set a default board for a campaign, this would be the one that you join automatically when launching the campaign. However when I pushed the code to a new staging instance I was getting and instance with the update to date database schema but the code from back in January.
It seems that earlier in the year I must have messed up our staging server machine image. This means that tomorrow is going to have to be looking into that and fixing that up. The initial creation of those images was a pain in the ass and I expect this to be no exception.
Ah well, that’s just how it goes. It’ll be fixed soon enough.
Let’s see if I get it tomorrow,
Hey again, We had planned to get a content update out over the weekend but alas that did not happen as we hadn’t finished updating all the current assets. This has thus been pushed to later this week. For the midweek update I’m hoping to push the tag search (which is now working great) and the GM only dice.
‘GM Only’ dice rolls are special in that only the GMs can see the symbols on the faces and the roll notifications. Here is a clip of making a gm only roll and then switching between GM and player mode.
We are hoping to making the UI for the GM only roll and then we’ll get this update asap.
Thanks for checking out these little updates!
p.s. Here is the version of the tag search we will be shipping
Today has been focused on tags. I spent the morning adding tags to our assets and then the afternoon playing with the filtering code.
Here is how it is looking:
The UI elements we use are due a rewrite thanks to Unity’s nested prefab feature that landed relatively recently. As such I’ve been trying to add this in a way we can move easily when it comes to it. I’m getting happier with that and now I just need to make the tags that have been entered appear as the little blue buttons next to the input field.
That’s all for now. Seeya tomorrow.
It’s been 3 days and it feels like it’s time for another update. This time we have two new features.
The first is that creatures now have torches to help them seem in dark places. Right click and you’ll see the option in the radial menu.
The second is that the selection tool and dragging to place tiles now both show the dimensions of the selection. This can help a lot when trying to make walls line up when building big rooms.
The fires of development are still hot so we will be back soon with more goodness.
Fare thee well
Today I started looking at the tag filter for the asset panel. It’s one of those cases where the current way the UI is set up is not great but it’s better for us to work around it and get the feature out than it is to delay the feature for the rewrite. I’ve been poking around with the different components to see what the easiest way to get this in will be.
It’s not the most exciting thing but here are some gifs anyway:
This one is from early in the day just checking that we can give tag suggestions. At this point the potential tags were hardcoded for testing.
Here was from a little bit later testing that we could use tags from the asset database. At this point the only two assets to have tags were the two doors and the only tag was ‘door’ which is why you don’t see other suggestions.
The next things on the todo list are:
- Add some UI to TaleWeaver (our asset tool) to allow adding tags
- Go through all our current assets adding tags
- Make the blue tag buttons in the search bar work.
- Get the code cleaned up to the point that it will be trivial to replace when we refactor the UI code.
When those are done this will be in a good enough to get into the alpha. I expect that will be on the weekend update.
Today has been fun. Hacking together small features feels super rewarding after being down in the weeds for a while.
Today I got size indicators working for multi-select and dragging out tiles. The multi select version needs a little work as sometimes the rounding produces slightly unintuitive values, but that should be a quick fix so you should have this in your hands in the midweek update
Next I started work on another community requested feature, torches for creatures.
This one still needs a few tweaks so I’m expecting this will be in the weekend update.
@Ree has been hard at work refactoring how we handle animations for creatures so you will be seeing some new stuff there soon. The first thing we expect to bring is creature death animations. This will also leave the ‘corpse’ in the scene so you can revive it if you like.
The reason for the revamp of the animation stuff is that it allows us to more easily add other things into the timelines, like sound & visual effects (think sexier magic attacks!) so it’s opening up some exciting stuff.
This time we have two prototype features for your testing pleasure.
The first is that you are now able to click on GM requests and history entries to focus the thing being talked about. For example if a request comes in that a specific user would like to open a door, you can click the request to jump to the door they are referring to. If you want to know which tile an entry in the history is referring to simply click it to go there.
The second feature is the ability to move creatures with the keyboard. It works reasonably well on single floors but not across floors yet. Naturally this will mature over time. Currently to use this hold down shift and use WSAD.
Alrighty, expect the next update in a few days.
Today I was looking into a couple of features that have been on the wishlist for a while, deleting campaigns and focusing on history events. The video above shows the WIP of the latter.
That bit is nearly done but I need to tweak how I’m handling doors/props etc. Shouldn’t take much longer though.
The delete campaign feature is done except for an annoying UI issue but that just down to my infamiliarity with the system, I’ll bug @Ree about it soon and we’ll have it done in a jiffy.
Hopefully this will mean a new update by the latest Monday.
Time to sign off.
Update time again folks! Fire up steam to grab the latest fixes
We are looking to up the pace of the updates over the coming weeks so keep an eye out for new prototypes and features to play with.
This little bugfix update contains:
- A fix to sync the ‘initiative mode’ lineup when a player joins
- Ensure additional GMs end up in the correct game mode when joining when the game is in progress
- A fix so that deleting the creature whose turn it is, correctly sets the next creature as active
- A fix to the undo shortcut so it doesn’t also select the next asset in the group when building.
- GMs no longer jump straight into the ‘edit lineup’ tool when switching to initiative mode.
Back soon with more!