Runners – 2019-11-11

The bulk of the progress made this week is with the UI. I’ve completely remade it all to use a base display to keep it consistent for each view. I’m not too happy with the buttons and there’s a little bit of a stretching issue but the new changes will make updating this in the future much easier.

Other updates include creating a dialogue handling system for displaying multiple strips of text which will be used for the tutorial and quest information. Hopefully this will be finished next week

Runners – (2019-11-03)

Over the last month I’ve been revisiting the Runners game and quite a lot has changed since the last post a couple of years ago!

Visually

The first big change you’ll notice is the tile set has been swapped out for a brand new one. The new tiles blend together better than the old ones and will allow more interesting environments, they generally look a bit better than the last as well.

Under the hood

Now this is where the majority of the recent changes are so I’m gonna break it down a bit:

OpenGL

The graphics are now being rendered with OpenGL which will help with general performance and allow some advanced graphical techniques

UI

The UI originally was a mash up of Android components layered on top of the map canvas which was a pretty nasty way to do it. It’s now been completely redone within OpenGL to make it more fluid.

Quests

The quest system has been completely rewritten to allow different types of objectives to be part of a quest and to give prerequisites to each objective if required