Oh yeah, it’s all coming together.
Logic World is nearing completion. All the various parts of the game are coming together to form a complete product, and we couldn’t be more excited about it.
This week I’ve finished the new Display Menu; you can now save and load configurations for displays, making it easy to create multiple displays with the same color scheme.
The completion of this menu marks a significant milestone: it is the last new menu for editing a component. Previously I’ve made menus for:
Since even before we announced Logic World, “make a menu to edit component [x]” has always been somewhere on my todo list. And now they’re all done.
The Logic World game client doesn’t have any logic at all, it’s all handled by the server, which means that the client by itself can’t really do much. This server is a standalone .NET Core 3.0 project, which means that it compiles into its own executable. Logic World’s singleplayer mode is based on an integrated server, like Minecraft, which boots up every time you want to load a world.
This week I’ve finished the work of integrating the server with the client. The client can now spin up instances of the server and connect to them. This is an important milestone towards shipping the game - now, you can actually play it without starting up a separate server program in the background.
Now that the integrated server is working, I’ve been working on menus for using it in singleplayer. The Sandbox Menu uses the same code as the Save Board and Load Board menus, so each world can have a title, a description, and a series of tags for sorting it. The list of saved games can also be searched.
This menu is still a WIP, you’ll see a video with it next week!
I’ve made a fancy animation with our logos that plays when the game starts up.
See you next Wednesday!