Esoteric Update #284 - Interface Update


Today, we're doing a not very impressive but very important (internally) update.

I said last time that I need to take care of some coding for locks before I can implement it. I tackled this by returning to some older code and improving it, extracting the lock handling for boxes into a universal module I can now also use for locks. There are still a few details to iron out, but it's usable for the locks. I just need to set up the data for the adventure, and there's some writing for the locks and keys that needs to be done.

However, I've also been working on the UI here and there. A less interesting footnote is that the options panel was redone to split the options in a way that makes more sense. And that some icons have better placement. But mostly, the new UI elements come down to this:


(Amazing, the magic icon no longer droops! It's like a whole new game.)

There are now stylistic indicators (optional) that differentiate options by what kind of action it is. Emotions, lying and magic have their identifying styles, and emotional thoughts have optional icons. This can be changed from this new option:


Related to what I've said before, the interface for using keys and tools on boxes has been slightly altered:


This alteration includes a new use of magic. There's a minor 4D manipulation that can be performed on things like padlocks, for example, to open them without a key. This action will have its own explanation in the Index, but I've not yet had the chance to write it down.

I have some medical stuff to attend to this week, but I'll try to get the locks on the map done. Maybe more, if possible. Unfortunately, I have four pretty stressful and difficult days coming up.

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