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Progress Report (9/24)
Pasty- 09/24/2013 03:11 PM
- 790 views
Hello!
Here's a brief summary of what I've done in the last week:
Most of this is stuff that the IDE needs, as opposed to the engine - the kinds of things that will keep people from losing their work if they accidentally click the wrong button.
At this point, the Stat class and form are pretty much done. There are even things in the form that don't exist in RPGMaker, like the ability to rearrange your database entries and delete entries with the click of a button. These abilities will be implemented across the entire database. I'm looking at being able to select multiple entries for deletion, but it's not in there yet.
Now that I have a form and function archetype for the database, I expect the rest of the pages to go much quicker. I'm going to attempt to implement the item, skill, equipment, and state pages next, while I figure out how to handle the engine's inventory structure.
Until next time!
Here's a brief summary of what I've done in the last week:
- Added GMLGenerator class in order to handle generation of DB code in the engine
- Added ability to update all scripts through the main menu. Unfortunately, this required me to move all the DB tables back to DataObject (if you're wondering why they're not there in the first place, they used to be -- long story)
- Added tempPath variable to prep for implementation of Save/Save As...
- Shuffled some things around a bit
- Moved most core IDE classes/forms into src/Main
- Added up, down, and delete buttons to Stat object (for easy manipulation of database entries)
- Modified table row creation/addition/deletion to accept a schema generated from an object array
- Re-implemented the program startup flow: all startup code is either contained in or derived from Program.cs
- Centralized saving/loading procedure
- Added change validation for the Stat form
- Implemented save/load. The saving process replaces the current save data with files copied from the temp directory that are generated when the user makes changes.
- Added exit prompts to prevent loss of data ("Would you like to save?")
- Added support for opening most recent items
Most of this is stuff that the IDE needs, as opposed to the engine - the kinds of things that will keep people from losing their work if they accidentally click the wrong button.
At this point, the Stat class and form are pretty much done. There are even things in the form that don't exist in RPGMaker, like the ability to rearrange your database entries and delete entries with the click of a button. These abilities will be implemented across the entire database. I'm looking at being able to select multiple entries for deletion, but it's not in there yet.
Now that I have a form and function archetype for the database, I expect the rest of the pages to go much quicker. I'm going to attempt to implement the item, skill, equipment, and state pages next, while I figure out how to handle the engine's inventory structure.
Until next time!
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A way to toggle between character's having a personal inventory (DQ style) or a communal inventory (FF style)(or both!) would be a nice-to-have feature.
The way I have it planned out right now is that each character, adversary, and NPC will each have their own inventory structure, implemented at the class level. Communal inventories would be implemented at the Group level and would be a composite of each member of the Group, so Party1, Party2, and Party3's inventory would be combined into one accessible inventory, complete with owner information on each entry.
You'd be able to set the inventory's options to "Add/Remove" (when Party1 leaves, they take all the entries they own with them) or "Add Only" (all members irrevocably contribute to the inventory and only usage/drop commands will remove entries).
I'd also like to note that any inventory implementation will use a generalized structure, which is why I'm not referring to items specifically. Inventories are designed to handle both items and skills (with skills being non-exhaustible by default).
You'd be able to set the inventory's options to "Add/Remove" (when Party1 leaves, they take all the entries they own with them) or "Add Only" (all members irrevocably contribute to the inventory and only usage/drop commands will remove entries).
I'd also like to note that any inventory implementation will use a generalized structure, which is why I'm not referring to items specifically. Inventories are designed to handle both items and skills (with skills being non-exhaustible by default).
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