Sneak peak of my side-project, complete with terribad coder-art. (My test art is 8x8 pixels per tile, but the engine can cope with more or less whatever you have the RAM and video memory for, I guess.)

My latest work has been on the building renderer - all it “knows” is the tile the building occupies, where doors/windows are and which variants of the tile each uses, and it knows which modular bit to throw in to make it look good.

Same with grass - edges added automatically.

The UI took me ages, but it’s pretty solid. Windows are draggable, and snap to each other and to the edges of other elements, so it’s easy to drag windows to one side and make little sidebars, fully customisable.

Top menu fully works too.

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UIs, for me, are a nasty well to fall down.

“Oh, I guess I could add [tiny feature]” and soon you have a surprisingly full-featured WM.

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Oh, and the UI has basic editing tools built-in. You have to add elements to the config file manually, but once they’re there you can move/resize them and export the results out to the text config file easily, so futzing around with UI isn’t too tough.

Will likely add a more full editing tool for widgets later. Maybe.

Oh, and ‘decals’ come in random forms so when you, say, batch-paint on a bunch of cement it’ll add random aesthetic cracks, etc, which you can see.

But you can clear/customise these, to, for instance, add road lines. Decals have custom rotations, too. It’s all pretty basic, but means even relatively simple maps look more complex than they are really.

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