OpenArthurian: Day 9 of the New Age of Arthurian

You can now add and edit object layers in a much smarter way. This was one of the main reasons I embarked into doing the custom map editor, since previously we were using Tiled but of course we couldn’t implement our own rules of what could be edited based on the type of object, and what objects could be added to a given object layer, etc.

Also took one step to support multiple future runtimes. Not that we really needed it but it made sense from the tooling standpoint.

Next Up

  • Map Editor
    • Add a Undo and Redo
    • Allow painting continuously
    • Add bucket fill
    • Group together layers by “floor”.
    • Allow creating new maps from scratch (inheriting from a template, including setting up the number of floors)
  • Build project into an executable (!)
  • Starting party is not working fine, check if it’s really supported by the runtime

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