Project Status: Totally Green
A quick update and some screen shots (to prove that I’m not making it all up).
Progress continues, as I resolved the mouse dragging issue in quite a simple way. Sometimes previous experience does help and all those old scars from user interface development in the 90’s have proven their worth. The most ironic part about all the efforts to create rich web applications with buttons, windows and nice graphics is that they are all aimed at giving web applications the same capabilities that Visual Basic offered in 1995 or so (for the Millenials out there, that’s just before the ‘Internet’). Still, it’s a good thing and I’m proud that I may have just possibly, contributed by creating my own dialogs and menus.
Anyway, the dungeon editor now supports scrolling in four directions, zoom in, zoom out, and deletions with right clicks! The only thing left before I deploy it to the Web Dungeon site are the load and export functions. I’m excited, really.
Dungeon Designer Screen Shots
Here’s the newer look – not fabulous, but at least no one will get a migraine from all the pinks and greens.
Now zoomed out so you can see more.
Delayed Dungeon Designer Decisions
To add things to the dungeon, a designer palette thingy floats attached to the right side of the browser and follows the rest of the designer’s groundbreaking grey color theme. The blue halo is my ‘doesn’t-look-so-good-in-the-morning’ attempt to inform the user that clicking the map will add an item (currently a hardcoded as a sword with the evocative name, ‘sword’).
I have not figured out yet how would add items to the dungeon yet. Do I go with a single button like ‘add item’ which then opens a complicated window where you can enter all the details, or lots of buttons like ‘add sword’, ‘add armour’. I think a combination of both may work. I will leave this decision for a future time, as my next goal is to load the dungeon and get my character to walking around in the dungeon.
Finish the bastard, and deploy it.