So, I get all of my tools back to my new laptop and recovered my files of the game (along with the launcher and installer script). I am slowly getting back developing the game. So, while I’ll be busy with university stuff for a while, I’ll talk about a few thing that I’m working on.
Remaking the launcher:
While I was working on improvements on the launcher, I noticed that the tech underneath the launcher started to show it’s age (at least with the current display scaling and what I want to add on the launcher). The program is written in C#, but the GUI was made with Windows Forms. While it’s easy to develop the GUI, the tech uses GDI+, which doesn’t use hardware acceleration, and it wasn’t well designed for newer systems where they have 1080p screens or larger. This not only slows down the launcher when I add more graphical stuff, it also looks blurry on higher dpi displays. So, new tech is needed so I can continue developing the launcher. I am transitioning over to Windows Presentation Foundation (WPF). The new tech is a vast improvement over Windows Forms, as it allows full customization of the UI with the help of XML. It also uses DirectX out of the box, making the launcher more responsive. And it looks nicer on big displays. Here’s a comparison:
I am nailing down the design. It will take a while.
Remaking the combat system:
As I was working on the MV version, I have some issues with setting up Active Attack. Due to technical issues, it caused a big unbalance in combat. At best, I may be able to get it functioning with the new ATB script. At worst, I may have to re-design the combat system. There are two ways:
Keep QTE and make the game turn-based.
Or keep ATB, and throw different mechanics in place of Active Attack.
I’d like to ask you this: Did you like the current combat system? I’m asking because I heard mixed feelings about it. Some liked it, others didn’t. I’d like some feedback on it.
Now, back to ironing out the bugs. I’ll see you guys and gals in next post.
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