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...Twisty, Turney, Timey, Whiney


CyranoJ

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Most definitely "whine", With that spelling.

 

Yes, Doctor Who is back! Yes Steven Moffat delivered again! Yes, We have to wait till next week to find out what happens next. But that is not the twisty, turney things I'm talking about. And, unlike the current season of Doctor Who, "Silence will NOT fall" on the progress of our new game.

 

Rotaries - what fun they are. Ever tried to write a user interface that needs UP and DOWN with one tho? We've let a few people play the build we previewed with a rotary, and our initial solution of using A/C for up and down, and B for select... well, it just doesn't feel obvious to some people. It's like an old quote from Black Adder.

 

"Well, opinion on the matter is divided m'Lord. All the other captains say it is. I say it isn't."

 

I think we'll go back to using a cursor configuration on the number pad if rotary control is enabled, because, to quote Black Adder again, "we're not at home to Mr Cockup!" (Sorry, remow!)

 

So what's happened today? Well, I've spent some time coding up the "Challenge Screen" - it's currently working (yes, even with a rotary) and showing the current challenge, difficulty, locked, unlocked, etc correctly. Cool. "Just" need to tie the selected options back into the game engine, and define up some test levels. Things are progressing!

 

I'll get a video or some screenshots of this new screen up once we're all good and jolly well satisfied with how it looks. That's it for now! More updates when they happen!

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