UI framework is done, and few other bits and pieces

Hi girls and guys,

something wonderful has happened, Ivan showed up on Friday with a big smile. Ivan was working on a new framework for our UI, since the old one (framework, not developer) couldn’t cope with my ideas of how our game’s UI should work. And the new framework he created is great. Responsive (if you want it to be), fixed or percentage widths, easily centred or aligned on any side… he needed 4h just to show us about half of features it can support. Really great work.

But, as always, there is actually nothing to show, just logs and a few polygons in simple colours. Slavko will get quick training in the new framework (we ought to give it a name) this  Monday and he’ll probably create a menu or two for starters. I need some buttons so I can give crazy tasks to builders, cause currently I give them orders like this:

for (int k = 102; k < 115; k++)
        {
            for (int j = 92; j <= 100; j++)
            {
                for (int l = 11; l < 13; l++)
 
                {
                    locationToBuild = new Location(k, l, j);
                    locationsToBuild.Add(locationToBuild);
                }
            }
        }
JohnsWall.DefineBuild(locationsToBuild);

 

In last 20ish tests, no builder was left behind lagging or crashing pathfinder when path is suspicious. If builder gets stuck, he’ll passionately wait for path to clear.

So, instead of showing you (currently) really plain framework UI, I’ll just add one of my Fridays Dev Log screenshots instead.