7.9
Three months later! I had to spend some time on designing Necro, a massive upgrade to The Orbium, and yeah, the update itself.
We now move on to milestone 8, the completion of which will culminate in the release of GAM3. The release signals a time where the majority of work on the engine is done and we can safely give a single copy of the engine out to a developer and make project-based adjustments based on the project’s needs. Yes, indeed Summer 2016 will mean the beginning of a near 100% focus on actually making games!
Premium Currency I'm happy to announce that GAM3 can now manage premium currency! All premium currencies will be managed on The Orbium but purchasable in-game as well. (purchasing is not possible at the moment)
You can give yourself premium currency on the player-editing page, even though premium currency is account-bound. You can also give it through the "special" result: Give/Take Premium Currency. (it's nice to reward the player with game-specific currency sometimes) You can lock events out by currency and give currency via the Special result.
If you want to disable premium currency or change its name, look for the prem_curr flag in your config. Note that monetization is a fairly involved process: you'll decide how you want to monetize and we'll make a proper marketing portion in-game to explain what the player's getting. That's worked out the same way your game's style and special needs are worked out: through a Black Coat hardcoding your desired changes.
Character Sheet You'll see the topbar changed a bit: "Character Sheet" is now the player's name and has been moved to the left of the action counter.
Character Sheet was reworked to be actually relevant: we now show the active stories and completed stories a player has, as well as all quals. When quals show here, they show in a new "desc" or descriptive format, which is toggable for your char panel in your config! The idea here is that the player is coming for specific information and you'll want to give it to them as quickly as possible; it also helps to compare quals. This style is affected by major and minor classification.
Change Tag Items Previously, it was impossible to act on a tag item in any other way than to subtract through the "red mushroom" box toward the end of the req design. Not anymore!
At the bottom of the item result list, you'll find Tag. Selecting Tag 1 will act on the first tag that appears to the player, and so forth. You'll be able to act on it as you would a normal item.
The red mushroom has been removed. There was a shocking amount of performance it taxed in order to run such a small function, so this is a very happy change for everyone.
Icon Updates Our pack collection has received visual improvements. The software we used to manage icons was upgraded with a fit-to-canvas feature, so it was trivial to finally make them all a little more intelligible. No changes in name were made.
We also have a new pack and a new set: check out the School pack for school and science-related iconography. If you look in the beginning of the Health set, you'll see some beautiful, bold, minimal icons pertaining to the health industry!
General Pools can now be filtered by item requirement in addition to qual.
You can now type {itemname} in a text result to print out how many of an item a player has. Example use case: show a minion's Health Points in an "inspect" event: "This worker has {hp} health."
An "informational" question mark has been added to the top-right of every event that's played. (excluding zone 1, the tutorial!) At the moment, it's fairly useless, just telling the player when the event was last updated. It will eventually expand out with a sexy animation and a bit extra information, possibly even the ability to "remember" or "track" the event, whatever we can come up with. It may also be a premium-user-only feature. There is an option to deactivate this under the config. (wrench icon)
All pages that we use to create and edit objects have seen new functionality or adjustments. For example, the zone/locale pages now give a preview of the background they use under Transition Image. As another example, our Transition Image and Cannot Enter checkbox were in different positions on zone and locs. All inconsistencies were resolved across quals, items, zones and locales.
Started building a custom right-click menu for future use. If anyone has an idea on what to do with it, we'd like to hear it.
Bug Fixes When viewing an event in the event list, the "in" text would not differentiate between zone-only and All Zones.
Equipment is now always present on the screen, mostly because it's equipment *and* status effects now.
Fixed the dirty, rotten, noxious, evil bug that prevented our Recently Found from working properly.
Fixed an issue that could cause the "repeat pool" option to not show.
No more faint border fading on progress bars that hit 100%, causing the bar to slightly overlap its rounded border. You probably never noticed.
Security improvements for our formula parsing.
{list1} and the like would show up as "broken formulae" in the Problem Report.

















