So, I set myself some pretty ambitions targets for the weekend, and I almost, mainly got there in the end, but not quite. So tonight, I managed to pull out the last little bit which did end up (as always) taking longer than I'd expected it would by a bit. However, here's the good news:
Firstly, on Saturday, I started with and got the location colours working nicely in the app. Go to a desert area, the app should show a sandy colour as the background. Go to a deep forest, it'll be a deep green. Caves or dungeons? Probably dark grey or black. It'll also shift up and down in brightness with the day/night cycle in the game. It's a small thing, but hoping it adds to the immersion.
Secondly, I started on Saturday evening to set up all the layouts and things, but it took me well into Sunday to get a basic setup working for Usable items in the character screen. The idea is in your inventory screen, you can just double tap an item and use it on yourself, but I wanted to combine both abilities that a character could use outside of combat, along with items that might help another party member. I did find a few additional properties that needed to be added to items and also abilities at this point. Anyhow, I'm rambling. I got it working so that if you selected an item to use, it would show you a list of possible candidates to use it on, and then apply it to the right party member. I didn't quite get that same concept working with abilities, though I got close.
Lastly, I said I got close, but being close still took me all this evening to get quite right. So, now, finally, clicking your character non-combat skills can get them to correctly work on a fellow party member.
I swear, the amount of effort and code needed to sometimes get the simplest thing working makes me appreciate just how much effort goes into game development.
"I want my guy to cast a spell on my other guy..." the sheet number of checks, processes and code that is executed when this happens is genuinely dumbfounding.
As I've been working on this, I have noticed that I've rather completely dropped reagents from abilities, but I'm ignoring that for now. I'll fix that up in the future.