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(2 edits)

Today I restructured the enemy initialisation/level generation code to allow access to individual adjectives (they still aren't implemented though, as I'm still looking for a way to execute functions from strings in C#).

I also started making a change that's been planned for a long time now. Since the first versions, the character counter was always in the bottom-right, but it was hard to see when fighting. I decided to move it to a flap beneath the current cell. This also means there's more space on the bottom bar for other UI (like a WPM counter).

Here's a mockup of the new cell highlight: