Recently I added Sockets to Logic World. This week I’ve improved their logic for connection detection, and I’ve started experimenting with bigger socket sizes.
As shown in the video, Sockets can now detect whether two world-space squares, both with arbitrary rotations, are overlapping. This is the hardest math I’ve had to use in a while, and I’m very happy I got it to work so well :)
This week I’ve worked more on the modding documentation, and it’s now public at docs.logicworld.net!
The docs aren’t finished yet, but they do have a “Getting started” tutorial to give you an idea of how mods will work, as well as all the reference documentation for the LogicAPI assemblies, which mod code will use to interact with the game.
Right now the docs only briefly mention C# scripting, and in the coming days I want to write some tutorials and other reference documentation about the different systems that make up Logic World.
A little over a year ago, I showed you a system for switching the palette of colors Logic World uses in its menus. This system exists by necessity; we need an easy way to ensure all of the menu elements use the same color, and that same ability lets us switch those colors whenever we want.
This week I’ve finally added the in-game option for switching the UI theme! Now, you can customize the menus to look however you want.
Themes are stored in simple text files like this, and mods can easily add custom themes.
I’ve continued my work from last week in redesigning game menus. Some of these old designs were over a year old, and I’ve learned a lot in that time about UI design and programming. It’s been very satisfying to apply that knowledge and bring old work up to my new standard.
You can click on each of these images to view them in 4k.
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!