Hjarpe and I have played around with different keybindings separately and pretty much came up with the same schematic with a few subtle differences. We will see what the final default gamepad bindings will be but that's a topic for another time. You can always re-bind the keys as you like.
The past week we have been tinkered with a lot of smaller stuff and fixing a few bugs. I have also been experimenting to create larger maps (campaigns) and how to spawn in objects and despawn objects to prevent too many tiles and objects loaded in the same time. In theory we should be able to create pretty large campaign maps but there's always a practical limitation. Creating a campaign map will be a bit of a puzzle to get a design that works well with spawning and despawning areas as you move forward to create the illusion of a bid map. Any area you can't backtrack to can safely be despawned and should be blocked off. No idea to keep stuff you can't see in memory and simulation.
We're still experimenting with the techniques and creating triggers as we need them. We've also tweaking the dynamic camera to work better with how we intend it to be used in campaigns and how we intend it to follow moving dynamic camera areas.
Today I threw in a bonus feature were you can set preferred monitor via the config.ini file. "MONITOR=1" for example to start SFD in your second monitor. This can help if you want to run SFD in another monitor but you can't drag SFD between monitors without it crashing (happens for some users). I just so happened to find an article online that helped me with this bit
Next up will be crude shooting AI for the campaigns so we can prototype campaign maps with enemies in them and perhaps some basic patrol patters or something.




