It is amazing how much time game development can suck away <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
I rewrote parts of the dialog system *again*, now buttons attached to a blurb of text can call an infinite number of functions, and all of the function names and paramaters can be set right in the c2 data editor in an easy to do way. I've basically set my self up to create a "choose your own adventure" book easily.
I added toasters! Originally I was going to display information like this in the commlink, but that is not flexible enough. By using toasters can display important information at anytime (when an enemy dies for example or an item is received).
The moon now blows up! I reworked a lot of the debris code as well so that I can blow up a variety of objects, as well as cleaned up a lot of previous code that I had written before understanding how picking worked.
I've learned a LOT about C2 in these past few weeks. As long as you work the way C2 wants you too it is extremely flexible. I can't wait to see what I accomplish tomorrow.
No push tonight, I thought it would be fun to just do a video
As always, feedback is appreciated!