I introduced in Riven X 0.4 arbitrary engine variables. The intent is for them to control various behaviors of the engine as development continues. Engine variables are categorized according to the sub-system they affect, and can have any arbitrary numerical, alphanumeric or boolean values.

At this time, there’s only one category, “rendering”, which contains only one variable, “renderHotspots”. As the name suggests, this variable is interpreted as a boolean by the engine and controls whether or not hotspot rectangles are rendered over regular card content.

To change the value of an engine variable, you can use the new “set” debug shell command as such:

set <category>.<variable> <value>

For example,

set rendering.renderHotspots 0

Right now, there is no way to query for the value of a single variable, nor for a complete listing of valid engine variables. To remedy that, I am currently working on a variable editor interface which will not only allow easy viewing and editing of engine variables, but also of game variables (what determines and control the state of the game; that is which doors are open, etc.).

  2 Responses to “Riven X engine variables”

  1. when will i be able to save and it crashes around the rotating room!!!!

    great work

    is there going to be a phone riven or a i touch

    im thinking of getting one cuz you cannot use i phones in aus

    cheers

  2. [quote comment="2002"]when will i be able to save and it crashes around the rotating room!!!!

    great work

    is there going to be a phone riven or a i touch

    im thinking of getting one cuz you cannot use i phones in aus

    cheers[/quote]
    As I mentioned in your other comment, saving will be introduced in the 0.7 timeframe. As for your crashes, please file a bug (as I indicated in reply to your other comment).

    I don’t have firm plans about Riven X on the iPhone at the moment.

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