More Command things
Hello! Michael Faux here again.
Had a little time away but back to the project. So i've been working on the commands a bunch more and had issues with giving it to the UI. It took a little but I updated our little Data Table.
Lots of entries. We are waiting on the building costs as of right now and I have yet to make the research pieces, but it all is getting ready for it. Each entry will have a reference to the target blueprint and an image to populate into the UI when selected. As of right now the Keybinds will be done based off the structure/unit name.
As for the units..
We have the command structure placed into them. Most of the unit commands will not need a Name to lookup in the datatable. Our dear builder unit will have a large number of build commands. We may look into a submenu once we get the UI populating.
Our barracks is where all the units will be trained.
Our commands are multipurpose and will be used in both building and units. We may look at changing the command payload, but as of now it will work. Our barracks has a training command for each unit and our stronghold has one for our building.
Get Real-Time Skeletons
Real-Time Skeletons
Status | In development |
Author | TailByte |
Genre | Strategy |
Tags | Hex Based, Indie, Medieval, rts, Singleplayer, Unreal Engine |
More posts
- Level Generation is Very Slow1 day ago
- Issues with AI 3: Return of the Electric Sheep2 days ago
- Widget Component Misalignment in RTS UI2 days ago
- Issues with AI 2: Electric Boogaloo8 days ago
- Level Generator Ramp Placement8 days ago
- UI Timer Trouble10 days ago
- Issues with AI15 days ago
- Basic Level Generator15 days ago
- Pause Menu15 days ago
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