Tag: UI
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Weekly Update – June 30, 2023
The todo list has been a stack rather than a queue for months. The number of open items has steadily grown as more items are added than removed each week. The list also had many items left over from history generation. I moved the history generation items and lower priority items to the long-term todo…
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2022 Year in Review
Legend is now entering its fourth year of development. It took the first two years to build the foundation. Systems were stood up, then overhauled once, twice, or even three times in some cases. In 2022, rework dropped significantly (evidence that systems were stabilizing and meeting design needs), enabling me to focus on refinement and…
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Weekly Update – October 7, 2022
Between unexpected issues at work and a lot of thinking and spreadsheeting rather than coding, it didn’t feel like I got much done this week. My brain is getting fried working out how various numbers will change over the course of a run – HP, damage, damage reduction, stat ratios between no/light/medium/heavy armor, net stats…
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Weekly Update – September 30, 2022
This week’s activities were all over the map. New Abilities Kill Touch and Charm Animals. Kill Touch instantly kills an adjacent target. I need to put some limits on this, such as resistance for stronger enemies. Charm Animals charms all animals in a 5×5 square Warding Glyph. Places a glyph on the ground, visible only…
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Weekly Update – September 23, 2022
I threw away a big chunk of the code that I just wrote last week for Stat Modifiers. I made this decision when it became evident that maintaining a running sum of all Stat Modifiers for each Stat Type wasn’t worth the complexity. I originally chose this approach for efficiency; since the modifiers didn’t change…