SilverQuest: Gaiden - - ̗̀Ouren ̖́-
I’m taking a big a detour today. I expected to post the next installment of the dungeon generation series. But another aspect of SilverQuest: Gaiden I’m currently dealing with are GUIs.





When I talk about GUIs in SQG, these are things like the player character generator and the options menu. The way they were written is a little scatter-shot and difficult to modify. I had decided what I needed is a proper GUI library. This seems a daunting prospect. I’ve made them before and never been wholly satisfied with the results. I think this is a pretty common feeling, if social media is anything to go by.

When I think about GUI libraries, I immediately gravitate to GEM-style systems. This is not because I think they are particularly good. Rather it is because GEM is the first “modern” GUI I was exposed to as an Atari ST programmer. So, I’ve been reading my dot matrix printout of Tim Oren’s Professional GEM and once again its scope is giving me the heebie-jeebies.





As it happens, yesterday a friend on Twitter asked about best practices for implementing GUIs. And this morning while I was sorting through old downloads, I found the helpfully named “867.mp4”. It turns out it was Casey Muratori’s talk on Immediate Mode GUIs.





It’s a very interesting talk but it led me down a frustrating rabbit hole of internet transience due to missing and broken links. I spent some time this morning tracking down this lost information.

If the name Casey Muratori sounds familiar, maybe it’s because he’s made quite a splash with his Handmade Hero streaming educational video series in which he builds an entire 3D game from scratch in C++, showing it live, every day, every step of the way, while explaining every decision and concept. It’s pretty amazing stuff but I digress.





At the end of the GUI talk, Casey mentions Sean Barrett’s upcoming Game Developer Magazine article on Immediate Mode GUIs. You can read it online.




Sean Barrett’s article includes a link to some code and a demonstration.
On that page are some decrepit links to forum threads which are preserved here.
You can also find the remnants of the Molly Rocket forums below. There are a great many topics. They are little difficult to read due to incomplete formatting but at least they weren’t deleted like so much of our ever-fading internet.
Also of note are Sean Barrett’s other articles. The Game Developer Magazine Archives are now free to read and Sean’s Inner Product column is always worthwhile.
Today I also stumbled across something Christopher Rast was kind to point out. Although Tim Oren’s Professional GEM was written in 1986, it has some really valuable chapters on user interfaces that will never be out of date.
And on that topic, Apple’s Human Interface Guidelines is a classic.
Let me know your experiences with Immediate Mode GUIs. I think I’m going to give them a try with SQG.

-xot
SilverQuest: Gaiden - - ̗̀Ouren ̖́-
We have posted a lengthy topic in the discussion forum on the subject of the overall direction of the game and our roadmap for progress.

You can check it out here:
http://steamcommunity.com/app/333380/discussions/0/611696927911737794/

-Wolf
SilverQuest: Gaiden - - ̗̀Ouren ̖́-
Hello everyone!
We've opened a new discussion forum specifically for those interested in the combat math and calculations.

Enjoy!

http://steamcommunity.com/app/333380/discussions/6/
SilverQuest: Gaiden - - ̗̀Ouren ̖́-
Damage Tags Acid | Arcane|Celestial|Demon | Earth Category Tag — — — — — Acid 0 1 1 1 2 Alive 2 1 1 1 1 Ancient 1 2 0.8 2 1 Arcane 0 1 2 1.1 1 Beast 1.1 1 1 1 0.9 Bridge 1.4 1 1 1 1 Celestial 0 2 1 2 1 Dead 5 1 2 2 1 Debris 2 1 1 1 1 Demon 0 1.1 2 1 0.9 Dragonkin 1 1 0.8 0.8 1 Earth 0.5 1 1 1 -1 Elemental 0 1.1 1 1 1 Fey 0.9 0.4 1.1 1.1 1.2 Fire 0 1 1 0.2 2 Flying 1 1 1 1 0 Gas 0 1 1 1 0.3 Gelatin 1.4 2 1 1.1 1 Giant 1 1 1 1 1.4 Ground 1 1 1 1 1 Humanoid 1 1 1 1 1 Ice 2 1 1 0.4 1 Insect 1.4 1 1 1 1 Item 1 1 1 1 1 Mammal 1 1 1 1 1 Mechanical 1.5 0.4 1.1 1 1.1 Metal 1.6 1 1 1 0.4 Mounted 1 1 1 1 1.3 Lightning 1 0.2 0.9 1 2 Organic 1 1 1 1 1 Plant 1 1 1 1 0.1 Reptile 1 1 1 1 1 Spirit 0 1 2 1 1 Structure 1.5 1 1 1 1.3 Tiny 1 1 1 1 1 Undead 1 1.1 1 0.4 1 Underwater 0.2 1 1 1 1.3 Void 0 0.9 2 0.2 1 Water 0.6 1 1 1 0.1 Ward 1 1 1 1 1 Wind 0 1 1 1 0.1 Wood 1.2 1 1 1 0.4
Damage Tags Elemental Fey Fire Gas Gelatin Ice Category Tag — — — — — — Acid 1 1 1 1 1 1 Alive 1 1 2 1 1 1 Ancient 0.8 1.1 1 1 0.9 1 Arcane 2 1.1 1 1 0.2 1.1 Beast 1 1.1 2 1 1 1 Bridge 1 1 1.4 1 1 1.5 Celestial 0.1 0.1 0.1 0.1 0.6 0.1 Dead 1 1 2 1 2 1 Debris 1 1 2 1 1 1 Demon 0.1 0.1 0.1 0.1 0.6 0.1 Dragonkin 0.4 0.1 0.8 1.2 1.1 1 Earth 1 1 0 1.3 1.4 1 Elemental -1 1.1 1 1 1.1 1 Fey 1 2 1.3 1.3 1.4 1 Fire 1 1.1 -1 -2 0 1.5 Flying 1 1 1.5 2 1 1.2 Gas 1 1 3 -1 0 1.3 Gelatin 1.1 1.1 1.2 0 1 2 Giant 1 1 1.1 1.1 1 1 Ground 1 1 1 1 1 1 Humanoid 1 1 1 1 1 1 Ice 1 1 1.3 0.9 1 0 Insect 1 2 1.3 1 1.3 1.5 Item 1 1 1 1 1 1 Mammal 1 1 1 1 1 1 Mechanical 1 1.5 0.4 1 2 1.4 Metal 1 1 0.2 1 2 2 Mounted 1 1 1 1 1 1 Lightning 1 0.1 0 0.3 1.2 1 Organic 1 1 1 1 1 1 Plant 1 2 1.4 0.7 1.3 1.4 Reptile 1 0.5 0.3 1 1 2 Spirit 1 0.1 0.2 1.5 0 1 Structure 1 1 1.5 1 1 1 Tiny 1 1 1 1 1 1 Undead 1.5 0.9 0.1 0 1 0.8 Underwater 1 1 0.3 0.1 0.7 1.5 Void 1.2 0.9 0.4 1 1 1 Water 1 1.3 0.2 0.5 0.3 2 Ward 2 1 1 0.2 1 1 Wind 1 1 0.2 3 0.3 1 Wood 1 1.6 2 0.5 1 1.1

Damage Tags Mechanical Metal Lightning Spirit Void Water Wind Wood Category — — — — — — — — Acid 1 1 1 1 1 1 1 1 Alive 1 1 1 1 1 1 1 1 Ancient 1.7 0.7 0.2 1.9 1.3 1 1 0.5 Arcane 1.9 0.8 0.1 1.7 1.4 1 1 1 Beast 1 1 1.2 1.1 1 1 1 1 Bridge 1 1 0.4 0 1 0.2 0.6 1.5 Celestial 1.1 1 0.1 1 1.1 0.1 0.1 0.5 Dead 1 1 1 (haunts) 1 1 1 1 Debris 1 1 1 1 1 1 2 1 Demon 1.1 1 0.1 1 0.9 0.1 0.1 0.5 Dragonkin 1.4 0.8 0.3 1 1 0.5 0.9 0.2 Earth 1 0.2 0.5 1 1 2 1.8 1 Elemental 1.1 1 1.4 1 1 1 1 1 Fey 1.1 1 2 1.5 1 1 1.2 0.1 Fire 0.4 0.7 0 1 1.5 2 1.2 0.1 Flying 1 1 2 1 1.3 1 2 1 Gas 0.5 0.1 1.3 1 2 0.8 2 0.1 Gelatin 1 1 1.5 1 0.1 1.7 0.1 1 Giant 1 1 1 1 1 1 1 1 Ground 1 1 1 1 1 1.5 1.5 1 Humanoid1 1 1 1.5 1.5 1 1.2 1 Ice 1 0.8 1.4 1 1.1 0.7 0.3 0.3 Insect 1 1 1.5 1 0.4 1 1 1 Item 0.1 1 1.2 1.4 1 1.7 1.3 1 Mammal 1 1 1 1 1 1 1 1 Mechanical 0.4 1.1 2 1.5 0.3 1.4 1 1 Metal 0.2 1.2 2 1.5 1 1.8 1 0.6 Mounted 1 1 1 1 1 1.2 1.1 1 Lightning 0.7 0.4 -1 2 1 0.1 0.1 1.2 Organic 1 1 1 1 1 1 1 1 Plant 1 1 1.2 1 1 0.1 1 2 Reptile 1 1 1 1 1 1 1 1 Spirit 1 0.4 0.1 0 0 0 1.5 1.8 Structure 0.7 1 1.2 1.3 1 1 1.5 2 Tiny 1 1 1 1 1 1 3 1 Undead 1.1 1 0.2 2 0.2 1 1 1.4 Underwater 1 1 2 1 1 0.4 0.1 1 Void 1 1 0.2 0.3 -1 0.2 0.1 0.1 Water 1 0.3 2.3 1 1 -1 1 0.3 Ward 1.2 1 1 0.1 1 1 1 1 Wind 1 0.8 0.3 1 1 0.6 -1 1 Wood 1 1.5 1.2 1 1 1 1 -1
SilverQuest: Gaiden - - ̗̀Ouren ̖́-


Xot has been hard at work and didn't even tell me! :D
Apr 9, 2015
SilverQuest: Gaiden - - ̗̀Ouren ̖́-


Follow us on twitter @SQGaiden for micro-updates during development!

https://twitter.com/SQGaiden
SilverQuest: Gaiden - - ̗̀Ouren ̖́-
Hello everyone! We're starting a new series in our discussion forum about the design of the game. We'd love your thoughts and input!

[Thinking Out Loud] Structure
http://steamcommunity.com/app/333380/discussions/5/618458030652293295/

[Thinking Out Loud] Musical Inspiration
http://steamcommunity.com/app/333380/discussions/5/618458030652238125/

Thanks everyone, I look forward to hearing from you!
Mar 26, 2015
SilverQuest: Gaiden - 狼 Ouren
March 26, 2015 - Build 1.0.0.465

We found some little bugs here and there in Alpha 13!! Oopies! :D

  • fixed game not appearing on taskbar at launch (#68)
  • fixed tab/select displaying debug lighting (#69, #75)
  • fixed player lighting to be 25% brighter (#70)
  • fixed palette selector trying to access missing palette (#73)
  • fixed options menu not working correctly with mouse (#76)
  • fixed mouse controlling menus while pointer is hidden (#58)
  • fixed palette selection problem with analog stick (#74)
  • fixed books being loaded twice (#78)
  • fixed requirements test failing for items without requirements (#79)
  • fixed loss of crafting materials left on table (#48)
  • fixed monsters not seeing player on first turn (#47)
  • fixed memory leak with lighting (#77)
  • fixed memory leak with on-screen message display (#80)
  • fixed memory leak with music interface (#81)
  • fixed memory leak with slot loading menu (#82)
  • fixed memory leak with character generator (#83)
  • fixed memory leak with pathfinding (#84)
  • fixed memory leak with monster stats (#85)
  • fixed memory leak with biomes (#86)
  • fixed memory leak with layer monster list (#87)
  • fixed memory leak with inventory (#88)

-Wolf & Xot
Mar 15, 2015
SilverQuest: Gaiden - 狼 Ouren

March 14, 2015 - Build 1.0.0.464

Hello everyone!
You might have noticed there has been some changing of the guard. Chris (I-Game-Art) has departed the project to pursue his career in effects makeup (whoa!). We welcome Xot, longtime steward of http://www.gmlscripts.com/ — a very popular resource for GameMaker Studio users! We also have a little art for your desktops and whatever else you'd like to do from our friend Makku at http://abstractcactus.tumblr.com/

Below are the patchnotes for Alpha 13! Xot really turned this around in an impressively short amount of time! BEHOLD ITS LIST-Y GLORY!

Alpha 13

Fixes:
  • fixed book reader crash (#1)
  • fixed recipe reader memory leak (#2)
  • fixed barrel loot drop delay (#3)
  • fixed inventory crash when items are missing sprites (#4, #11)
  • fixed alchemy.dat missing sprites (#8)
  • fixed book page "undefined" bug (#9)
  • fixed book page sync bug (#9)
  • fixed small gold piles having no gold (#12)
  • fixed combat related NPC effect crash (#6)
  • fixed save game crash with alchemy tables (#5)
  • fixed visible seam in middle of display (#14)
  • fixed player death crash (#7)
  • fixed message queue timer and background display
  • fixed gold display on character slot (#29)
  • fixed player repeatedly bouncing between dungeon layers (#34)
  • fixed game save torch duplication bug (#36)
  • fixed avatar selection bugs (#37, #38)
  • fixed unhittable player bug (#40)
  • fixed persistent decorative gold pile bug (#30)
  • fixed alchemy table text display bug (#39)
  • fixed dropped item transformation bug (#43)
  • fixed scrolling text leading space (#44)
  • fixed empty dropped container bug (#51)
  • fixed quantity labels with double-digit stacks (#50)
  • fixed alchemy table crash (#52)
  • fixed alchemy table illegal cursor position (#53)
  • fixed wrongly deleted character bug (#23)
  • fixed incorrect delete button selection (#54)
  • fixed biome generator from going out of range (#32)
  • fixed quoting in all XML
  • fixed invalid tags in NPC XML
  • fixed spelling, syntax, formatting errors for all XML
  • fixed NULLs in book XML
  • fixed autotile exectution speed with caching
  • fixed SPAWNRATE type casting bug (#56)
  • fixed buff checking bugs
  • fixed player losing equipment on save bug (#57)
  • fixed mysterious and brutal memory leak (#55)
  • fixed crafting ingredient slot going out of range (#59)
  • fixed wall/door checking for autotile system (#60)
  • fixed alchemy tables and downward exits blocking doors (#13)
  • fixed inventory item click breaking inventory (#25)
  • fixed monsters walking through alchemy tables (#61)
  • fixed monsters moving into NPC space (#33)
  • fixed inaccessible region on right and bottom sides of dungeon (#45)
  • fixed barrels spawning in occupied spaces (#10, #18)
  • fixed NPCs spawning in occupied spaces (#24)
  • fixed NPCs sprite selection (#63)
  • fixed NPCs and monsters never wandering south (#64)
  • fixed player saving while moving bug (#64)
Changes:
  • Improved hud scroll graphics.
  • Improved inventory UI.
  • Improved container UI.
  • Improved loading screen UI.
  • Improved chargen screen UI.
  • Stackable Items will no longer occupy more than one space in the inventory.
  • Implementation of new shader routine, Color graphics now possible.
  • Initial implementation of supersampling to fix squashed pixels.
  • Improved Framerate in game.
  • Palettes are now externally accessed, and come with a lut texture and an xml data file.
  • Cursor is now externally accessed.
  • Implemented multiple lighting routines, swappable with spacebar/select button.
  • Alchemy works! Add ingredients to an alchemy table, matching with the number of ingredients required for any preloaded recipe, and resulting item may be added to inventory.
  • Adjusted inventory position on screen
  • Fixed bug with inventory options causing the selection cursor to move
  • Snappier camera movements
  • The following status effects implemented:
    • Bleeding
    • Poison
    • Plague
    • Melt
    • Drain
    • Blinding
    • Radius

Thanks!
-Wolf & Xot
Jan 29, 2015
SilverQuest: Gaiden - 狼 Ouren
Hello everyone!
We apologize for the lack of updates. Chris, the programmer on the team was was sick for a while, but is back and feeling better! Thusly, we have a new patch for you, though it's smaller than others.


• Inventory Items and NPCs now have a new Dynamic Radial Menu. This makes selecting options more intuitive and easier to understand.



Thank you for your continued support and feedback! :D

-Wolf
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