This week more work was achieved on both versioning of skins we well as adding functionality to the buttons that control them.
in order to know the current status of a skin it became necessary to have an icon attached to the skins entry that displays whether the skin is local, published, accepted, rejected or banned. However, as skins can have multiple of these statuses at once a system that could determine whether locally owned or downloaded skins were also available online or awaiting publication had to be created.
The reject button has also been implemented enabling skins that are in need of verification to either be accepted into the online list or rejected. However there are still some holes in how such buttons affect skin statuses, which will be the primary focus over the next week. It is finally starting to showing consistancy and can almost push a skin through its complete lifecycle
Pending tasks are now
Implement skinning server functionality
Creating inventory system and skin database.
Steam workshop for player skins.
Complete network game lobby UI (make pretty and complete all network game modes).
Complete network game restart UI (make pretty).
Research different arenas and backgrounds.
General bug fixing, tidy up and enhancement of look and feel..
Rivalry is a hotseat game where two players take turns moving their rag-doll character’s limbs and weapons using the mouse until one is victorious. While the beginning stages of each game captures the strategic essence of swordplay, as damage and limbs are taken, the endgame turns rather Pythonesque.
Imagine a game that's a turn based strategy game, mixed with a side scrolling fighter and then add some rag-dolls and you've got Rivalry.
As the result of a successful Kickstarter for the marketing on his game at PAX , 14 year old Kew McParlane is presenting 'Rivalry', playable wireframe of his turn based two player sword fighting game of deep strategy and hilarious fun.