Logic World Wednesdays: The Sexy Menus Edition

by @MouseHatGamesDeveloper2 years ago

Traveler’s Peak - Markku

Hello everyone. This week’s piece is called ‘Traveler’s Peak’. It is one of my favourites so far in this soundtrack. I look forward to chatting with you all on Discord, and I hope you enjoy my piece.

Sexy sexy menus - Jimmy

I’ve spent most of this week working on Logic World’s UI. Since I started designing it over a year ago, I’ve learned a ton about UI programming and design, and I’m now going over all the existing UI to apply those lessons.

Logic World’s UI is now better-looking and easier to use. It’s also, in general, much smaller. One of my major mistakes early on was designing the UI in a non-fullscreen environment, which meant that once it was expanded to fullscreen, it was much too big.

One particularly delightful upgrade is the new Edit Component menus. They can now be moved and resized just like windows in your operating system.

Web Services Overhaul - Felipe

I’ve started rewriting our cloud architecture, getting rid of the main and bulky web service and migrating to a completely microservice oriented architecture using Go, Micro and Kubernetes. We’re also using DigitalOcean’s managed Kubernetes service for this, which abstracts away the concept of individual machines for the most part. This means that our services will be able to automatically scale up and down depending on our needs.

I’ve decided to do this rewrite because right now we have a single monolithic service (the one that serves the logicworld.net page), which is hard to scale since it’s got a lot of functionality. The switch to Kubernetes from Docker Swarm also means using a newer technology that’s been built from the ground up to support the microservice architecture, and while it’s a lot harder to learn at first, it’s also a lot more powerful and flexible.

Modding Updates & Documentation - Felipe

This week I’ve been working on making the game files themselves a mod. This helps us ensure that the mechanisms we use for loading mods work properly and have all the required functionality. I’ve also been improving the modding documentation, I’m in the process of documenting all the SUCC files that mods can have. This includes files to add components, settings, instruments, game translations and more.

We’ll be releasing modding documentation as soon as it’s ready, but I’m not yet sure when that will be.

Beam Me In A Given Arbitrary Direction, Bobby - Jimmy

Last week I added teleports to Logic World. Once our beta testers got to try the feature, they told me they wanted a more fluid and simple way to teleport, one which doesn’t require someone to manually type in coordinates.

This week I’ve added just such a teleport, which takes you to whichever point you’re looking at.

We’ll keep releasing these weekly updates right up until the game comes out. To make sure you don’t miss them, you can sign up for our newsletter. Be sure also to wishlist Logic World on Steam and join the official Discord.

See you next Wednesday!

More Logic World Wednesdays

@Nerd2 years ago

Will it be possible to buy a game soundtrack? Or will it be immediately available with the game?

@JimmyDeveloper2 years ago

When you purchase Logic World, you gain access to a DRM-free, high-bitrate, uncompressed download of the OST. The full soundtrack (in slightly less amazing quality) will also be on YouTube, Spotify, Soundcloud, Bandcamp, Tidal, and wherever else we can put it up for free.

@Broyojo2 years ago

maybe add waypoints for teleporting to? that might be a better idea than teleporting in a direction

@JimmyDeveloper2 years ago

I would very much like to do this. Pretty soon, for another feature, I’ll be adding a system for storing arbitrary data with save files. Teleport waypoints would make great use of that system.

@shamus0302 years ago

Sorry if I missed it in another post, but is there a way to run a command via circuit input (like command blocks in Minecraft)? With that we could make teleport hubs and many other things if chained with other commands.

In the same vein, is there a way to interact with components via a command? I’m imagining the case where I might want to have a “reset” button that turns off all levers in a control panel.

@JimmyDeveloper2 years ago

In general I want to avoid this. Commands should be external debug tools, whereas the circuits you build should be self-contained, and exist in the world without any magic.

As @Ecconia said, a command block mod would be fairly easy to make if you want this kind of functionality :)

@Ecconia2 years ago

As far as I understood it, they did not intend to add a feature like that into the vanilla system. It is however possible with mods. There are a huge amount of issues linked with adding this feature. If they every gonna be a thing, then post-release or modded.

@Vykori2 years ago

Nope that’s not currently in the game, but that’s a cool idea! a player pressing a specific type of button could cause that player to run console commands, or something like that.

I also really like your other idea of having commands that could trigger circuits. In our beta tester chat, we’ve talked about other commands that could be added for use in debugging circuits, and this is another good idea!