{"id":23,"date":"2008-06-26T13:48:52","date_gmt":"2008-06-26T13:48:52","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=23"},"modified":"2008-06-26T13:48:52","modified_gmt":"2008-06-26T13:48:52","slug":"skills-gui","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2008\/06\/26\/skills-gui\/","title":{"rendered":"Skills GUI"},"content":{"rendered":"<p>I made a decision with Kudos 2 that I was going to get everything working and looking how I wanted, regardless of how much hassle was involved. Partly this just means changing my state of mind when I&#8217;m typing out my &#8216;todo&#8217; list as I test the game. Rather than mentally editing it to take into account technical difficulties, I just jot down how to improve the game and tell myself not to worry about what&#8217;s involved. Then when I go to implement them, I just do it, regardless how awkward some things are.<\/p>\n<p>An example of this was the panel that shows the players skills. This panel just sat there and didn&#8217;t have the status update balloons which flash up when you change your attributes, but when playing it occurred to me that this would be a good idea, especially on the &#8216;post mortem&#8217; screen where many of them change. Making them show up at all involved a ton of recoding. Then I hit the issue that you can have a lot of skills, and they looked horridly cluttered on that post-mortem screen.<\/p>\n<p>So eventually I had to write a bunch of extra code for the skills GUI that rebuilds it just for the post-mortem screen, showing just what&#8217;s changed. This is great for the player but was a bitch to code. Hopefully, if I can keep developing like this, the game will have a far more polished feel than anything else I&#8217;ve done.<\/p>\n<p>BTW server is a bit slashdotted today&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I made a decision with Kudos 2 that I was going to get everything working and looking how I wanted, regardless of how much hassle was involved. Partly this just means changing my state of mind when I&#8217;m typing out my &#8216;todo&#8217; list as I test the game. Rather than mentally editing it to take<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Skills GUI<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2008\/06\/26\/skills-gui\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,5,4],"tags":[],"class_list":["post-23","post","type-post","status-publish","format-standard","hentry","category-game-design","category-kudos","category-programming"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/23","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=23"}],"version-history":[{"count":0,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/23\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=23"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=23"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=23"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}