August was just about as slow as predicted, but I did my best to stomp on a lot of bugs and add a few little features here and there. No need to drag on, so let’s get started!
One of the “bigger” features added this month (and one that has been asked for a while), is the ability to handle calculations automatically (automagically?) in a field. You can now type in your calculation and as soon as you tab away or move focus to another element, it’ll update with the calculated value.
I squished (or stomped on) about 90+ bugs at this point, with a few more getting the extra-boot-treatment shortly, likely before this gets published. Notable improvements have been around how physics and movement work, as well as how some user interfaces render. AvaloniaUI finally caught up to what I was trying to do with the “search” commands menu, so that now works exactly how it should. No more weirdness.
I did officially start working on the “Loop” Action Sequence element, which will let you eventually have parts of that sequence repeat (e.g. if you want to put a “timed” condition for a key press, which may allow you to do “extra” damage by attacking again or play another animation, and so forth). It’s one of the top priorities right now, but a fairly difficult one, as it requires rewriting how Action Sequences execute. To say that it’s a lot of work is an understatement. It should be out sometime in September, hopefully early September.
I’d like to highlight a new game coming out, written in RPG Architect very soon: Switchernaut!
Switchernaut is a platformer (RPG Architect can do a lot more than RPGs!) with a space adventure theme. Rather than take the obvious approach of turning the camera in the engine on its side and leveraging the standard Physics, he’s opted to essentially roll his own and assume that “Z” is up and down (in the engine, “Y” is up and down). Collect keys, manipulate your environment, and have fun making your way thru obstacles!
For September: I’m hoping to get the “Loop” Action Sequence element stuff done, and potentially make some enhancements on the Fixed Loop commands as well, such that you can have an iterating variable. Aside from that, there are a laundry list of feature requests that folks have put in, as well as some 1.0 items that need to be added/adjusted in the engine. I think September is going to be a very good month for RPG Architect in terms of “completion.”
As always:
Thank you so much for your support so far. I’m looking forward to building this community further and giving you the engine you may not have known you always wanted!