Tag: UI

  • Weekly Update – August 7, 2026

    I didn’t follow my plan for the week of fixing missing sound effects and weird enemy AI behavior. Playtesting led me in many other directions. UI/UX Enhancements Improved On-Screen Log New Abilities New Objects Ally AI Type To support summoned allies, I had to create a new actor AI type. Ally AI a variation of…

  • Weekly Update – July 31, 2026

    The week started with a new map generation feature and ended with QoL/UI enhancements. Room Group Modifiers Modifiers can now be applied to every room in a group, enabling the entire map or portions of the map to be stocked with similar content, or modified in a similar manner. This allows natural disasters such as…

  • Weekly Update – July 17, 2026

    Third highly productive week in a row. That may be a record for 2026. Key Binds Keys can now be remapped in the game settings. This started out as wanting to display what each key did. I reasoned, after the new UI panel was built, that it wouldn’t be that much more work to support…

  • Weekly Update – May 1, 2026

    Controller and Keyboard Support Finished The game can now be fully played with a game controller, keyboard, or mouse. Key/button binding isn’t available yet. Enemy AI Research I thought a lot about how to better handle AI. It’s very easy to get lost in it. I’ve used or considered behavior trees, utility, GOAP, and HTN.…

  • Weekly Update – April 25, 2026

    My original goal for the week was to make more room types for level 1 and add drag and drop controller support. I worked on the latter, and went off on a few tangents.  Next week, I’ll keep working on drag and drop controller support, enemy AI design, and adding room types to level 1.