A preview build of v0.9 should be up sometime this week!
Posts by IsoCON VTT
I've been putting off dealing with a bug in edit mode for so long that when I finally went to track it down I discovered an entire block of code commented out with "@todo" in a comment. I uncommented it and the bug went away
brilliant
maybe I should approach refactors with a bit more rigor
An isocon screenshot showing Volvadani units
Assuming Games for Freaks vol. 4 comes out first, the new Maleghast house Volvadani will be supported in the next release of IsoCON!
Tile indicators will be back in the next release!
Dang check out this old UI I found in my screenshots folder
A screenshot showing a streamlined token library
A screenshot showing a streamlined settings dialog
A screenshot showing a streamlined Add Actor dialog
A screenshow showing a context menu on an actor with several items nested under "Properties"
IsoCON is getting an all-new UI with the next release - the big win is nested menus, which might make it possible to do map marking (and possibly some editing) without having to change modes. Also, tabbing between fields is vastly improved (read: works at all).
I've been feeling limited by my janky homescript UI system. I finally dropped some scratch on a UI package. Swapping out components is a bit of a pain but it's gonna save me a ton of time in the long run.
v0.8 is here! Session saving, actor types, tags, clocks, new actor UIs and more!
delzhand.itch.io/isocon/devlo...
All features for v0.8 are complete and I'm starting QA. Hopefully I'll have an official release sometime this week!
Lancer in action!
youtu.be/4s-NLOY23to
HUD for Lancer mech tokens
Lancer Mech tokens at scale 1, 2, 3, and 4
We large
A 3-hex size token showing that unlike with squares, orientation matters when hexes scale up
Well that's a fuckin' problem, isn't it
Looks like the hardest part is actually the shadow projector. Making a outline-able hexagon from first principles in shadergraph will be an interesting challenge.
An IsoCON screenshow showing the same token at 4 different sizes.
Well, that wasn't so hard. Only took about 4 hours. Size 1, 2, 3, and 4 all work great. Even sizes drag to tile corners and you can position them at any elevation when it's ambiguous. The hard part is done, so hexes should be a quick change as well.
Time to lock in and fix movement/placement of large tokens so that I'm not "faking it" by choosing the bottom left corner as the token's "center". Been avoiding this forever.
I think this is the last task before release. Lancer support might be pretty basic to start in v0.8.
I probably could have tried to do less and released v0.8 by now, but nah v0.8 is going to be a big one. The one after that might wind up being 1.0 and the end of the beta tag???
A snake enemy with 2 pips of health and 100 pips of vigor, the token overhead display is absurdly large, roughly 10 times the width of the token itself
Icon 2.0 indicates that mobs have a max of 6 vigor per member. Icon 1.5 has no such stipulation.
But, uh, it probably should
Spent most of today reimplementing ICON 1.5 in the new system
It works in reverse too, maybe even a little better because hex maps are a bit simpler due to the lack of slopes and stairs.
I just, entirely on accident, discovered that you can load maps created in square mode into hex mode and it... kinda works? The hexes aren't rotated correctly, but it's definitely playable.
I've gotten some feedback that cursor interactions could be a bit flaky, so I rewrote the pointer interaction stuff tonight. It's much cleaner in v0.8. Feels good.
Lancer preview that also shows off the improved UX for commands that require numeric input
youtu.be/7toae52bRdg
As an added bonus, I was able to make these classes entirely self-contained, which will make this closer to a true plugin system. If set up correctly they'll self-register, so no more hunting through 3 different files to add support for a new system.
I've already got a ton of ideas and they're dead simple to implement. Corpses and Blocks in Maleghast. Stateful interactive environment objects. Mobs in ICON. I think the enemy hordes in Hellpiercers might be doable with this, though I'll have to refresh my memory on how they work.
Progress continues. Moving all the game logic to the tokens allows peaceful coexistence of multiple types at once, each with their own UI. See here - an environmental token with no stats, a "basic" token with a simple HP bar, and a mech from Lancer indicating HP, Structure, Stress, and Heat.
Lancer WIP. Overhead element for mechs shows structure (diamonds), stress (triangles), hp, and heat (rhombuses). Dunno why it's floating so far above the token, and it may benefit from being a little larger, but the basic idea is there.
This has some huge upsides. Environmental "objects", "blocks" in Maleghast, mobs in ICON - these would no longer need to be bastardized versions of the regular tokens.
I started digging into what it would take to support Lancer and it has given me a Brilliant Idea.
Pilots in Lancer have dramatically different stats and resources than mechs.
So if Lancer needs multiple token "types", why not split token type from game system entirely?
Another feature added to the next release: tokens in any game system can be resized at any time. Hulk out, polymorph, and power up to your heart's content!