UI Updates, action bar bug fix


This update brings changes and bug fix on client and singleplayer side, so I updated also game demo.

Bosses are now fully utilising MobSpawner, and two MobSpawners are now present in entry map. One is marked on minimap, because I used it to test spawner on boss, and I decided to keep it there for demo.

I decided to finally take a look at action bar bug, which was not game breaking, but very annoying. The bug caused to reset assigned charge containers for each system. It required to completely redo all handling of changes in action bar, be it changes from user or from game's internal workings. I ended with basically routing all changes in action bar to save file and then reading those changes and sending them back to action bar. It's far from perfect, but it is working. Action bar settings are now stored together with other player data either on server for online play or locally in singleplayer session.

Next are some small UI changes. I removed top buttons for client settings, help and logout and moved them to client main menu, which is now summoned by pressing Esc key. Hangar button was renamed to "Access Ship SysNET" and is now visible only when player isn't within range of space station. When player is in range of space station, then Access station NET button is shown in place where button for using jump gates is located. Both Access buttons have exactly same functionality but should convey different meaning in usage. When pressing SysNET button, player wasn't in range of station and therefore will only have available Overview, Ship Configuration and Active Contracts screens. But will have access to whole station services with station NET button. Another UI change is in conveying availability of contracts in station. On minimap is now orange exclamation symbol above space station icon, if that station has any available contracts. The Contracts menu button is also highlighted when accessing station services. I still have problems with highlighting changes in minimap. For example when player gains new level or finishes some contracts and new contracts became available, I'm currently unable to highlight station with newly available contracts.

This new build contains these new game updates, history of all project changes is available on my discord server (https://discord.gg/4x8489reYV) in changelog channel for Wild Wild Space:

  • Added handling of loose mobs to LevelManager
  • Added Activated and Deactivated event dispatchers to MobSpawner
  • Fixed incorrect weights calculations in ProcessSpawnableMobs function in MobSpawner
  • Added way to MobSpawner to change set of spawnable mobs, maximum mob count, new mobs lifetime and responsible LevelManager
  • MobSpawner now can loose its spawned mobs to its LevelManager
  • Fully implemented MobSpawner into MobBoss actor
  • Updated BossMobs datatable
  • Added instance validation check for mob removal on spawner deactivation and mob lifetime expiration
  • Available contracts update is routed through Management widget to allow menu highlighting when there are available contracts
  • Added highlight animation to ButtonMenu widget
  • Updated LevelingBar widget and dependent widgets for animations on experience gains in future
  • Added check in UpdateActionInSlot function in DemoCotroller to check if requested update is already present, in which case we skip whole update process, but function needs refactoring
  • Transferred action bar settings to server save file, new player initialisation now also sets up starting weapon in action bar
  • Refactored UpdateActionInSlot function in DemoController fixing inconsistency bug between action bar in HUD and action bar in ship configuration menu - all modifications to action bar (be it in HUD or ship configuration menu) are now routed through save file and then back to both action bars (not perfect but it works)
  • Fixed SpaceStation reports its name to player twice
  • Added visibility range on minimap for characters to make sure minimap looks same on client and in singleplayer
  • Added space station highlight notification on minimap if there are available contracts
  • Hotfixed game crash on accepting some contracts
  • In PlayerCharacter actor added one tick delay if player controller isn't assigned at event trigger on entering to station area
  • Removed accessing HUD widget internal components from DemoController
  • Added storing contacted NPC name and station item ID to client side of DemoController
  • Added stations access names
  • In HUD added main menu for client and moved there buttons for displaying help, client settings and logging out, also removing menu button for single player in the process - main menu for single player is for now displayable only by pressing Esc key
  • Station services can now be accessed via button with different access names for each station
  • Hidden buttons for selecting between Galaxy and Guild chat
  • Changed text on button for leaving management screen to make more sense
  • Fly time in overview menu is now faketicking so it looks better, than static time value

Now what next? I again didn't touched steam page. Partially because I was working on game and partially because communication with artist became suboptimal to point, that I'm thinking about looking for someone else. But anyway, now I need to incorporate steam builds uploading to my deployment script and finally fill steam page with some text and possibly in-game animations. Then scan all maps sketches and convert them to minimaps for new levels. And that should be enough for next 28 days. Maybe I will get to some mobs modelling.

Files

wild-wild-space-windows-demo.zip 336 MB
Version 0.9.0.398 3 days ago
wild-wild-space-windows-test.zip 336 MB
Version 0.9.0.397 3 days ago
wild-wild-space-linux-test.zip 208 MB
Version 0.9.0.397 3 days ago

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