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Showing posts from February, 2020

February 2020 W3: Injury & Condition Icons

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This is an exciting blog post, as it marks the end of the first pass for the medical system. There are still some major, but secondary systems missing from it such as bionics, implants, and surgery, but the backend for implementation of these features exists for a later second pass. The purpose of the first pass was always to get a system into place that could deal with damage and attacking in a way that will at least be comparable to the final product, and I'd say with the injuries and conditions complete, I have achieved that goal. UI Changes The big changes this week were regarding the UI, and display of conditions and injuries. Consumable items (Such as med kits) also got a UI element displaying their remaining uses. 'Final' Medical UI The UI has been expanded and re-arranged among other changes, as previously the icons were 16*16 pixels, which wasn't nearly enough for their icons to be properly visible. They've been upped to 32*32 for the momen

February 2020 W2: Tending

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I apologise for this blog post going up so late, I wasn't at a point where I felt I was happy making a post on the Friday and told myself 'I'll do it Monday afternoon, that way I have an extra day of work to polish!'. Alas, that never panned out, and here we are on Wednesday afternoon. As a matter of principle I won't be using any gifs from this week (W3) in this post, and I will be only talking about progress I made last week. Medical Care The primary feature of the last week, amongst small refactors and minor improvements, was the ability to tend to wounds. As there is no visual indication of the 'Tended' status, I've swapped the functionality to directly heal injuries for the purposes of the below gif. Excuse the pushing, he's a little overeager The tending system also brought along with it an item context menu, similar to the current character action context menu, and a generic progress bar. Async Refactor Week 2 brought about the