OpenArthurian: Day 22 of the New Age of Arthurian

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Today I attempted to close what was needed for the release… where were we? based on what I was able to recap, next up was basically allowing to change the title screen or some other UI assets for your scenario.

So I added an option for assets management; just to find out it has something of an entanglement with the existing tilesets editor – it seems I made up a fictional “tilesets.json” file which was used by the editor but not the OpenArthurian runtime? I had to resolve that, as well as an issue with diverging paths used for the assets in the editor and in the game.

It’s working… but there are still some things I feel I should do before a public release… next up is:

  • Save Changes should be a general action, not something done per-editor
  • Data files should be composed by merging – resolve design conflict between the runtime and the scenario
  • Only the terrain tileset should be available to paint in the map editor – it’s a special tileset, and should be tied with the loaded tileset in the assets (!)
  • The tile palette should only appear if a terrain layer is selected, and should appear in the lower part of the panel.
  • Allow navigating between neighborging chunks more easily.

After this, my idea is to use it to create a complete new scenario, and see what I stumble with along the way. The idea is to create one based on Inindo: Way of the Ninja.

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