Thursday, February 6, 2014

Update 02/06/2014

M.I.N.T (Mecha, Infantry, and Tactics):

Development has unfortunately slowed down due to family health problems that I'm forced to address. This may have an impact for the next few months, but I'm hopeful that development progress will pick back up a bit in the coming weeks, assuming things settle down some.

With that said, have some animated gifs :)

Marking a unit that can be attacked.


Hovering over the unit with the mouse, will shift into a lock state.


Wednesday, January 22, 2014

Update 01/22/2014

M.I.N.T (Mecha, Infantry, and Tactics):

Interface and HUD work has continued, and gone through a number of revisions.



Kawe is currently working on the rest of the needed UI elements needed for the right side of the screen, which consist of things like activating overwatch, using or activating equipment such as jump jets, or cloaking, and much more. As well as use of inventory items that troops might have like, grenades, mines, medpaks, and so forth.

While he has been busy working on those bits, I've implemented quite a few much needed things, such as custom mouse cursors, as well as glowing outlines for selected unit, and currently moused over targeted enemy.


The custom cursors still need to go through the art pipeline and be replaced with real assets, and we have a few other bits and odds like markers and such that need to happen, but things are progressing overall pretty well on the UI front.

Wednesday, January 8, 2014

Weekly Update 01/08/2014

M.I.N.T (Mecha, Infantry, and Tactics):

Things are starting slowly to get back on track over here. We've begun much needed work on the HUD, and have also implemented custom context aware mouse cursors.


Once the HUD and other interactive UI bits are worked out to satisfaction we will finally be able to really enter into combat support. :)