do here. So let's structure the screen a bit, and add the name
and descriptions.
</p>
+ <b>Code Updated. Check the github link to keep up.</b>
+ <p>
+ Hoooo boy I spent a while here huh! So much for 'live' blogging.
+ </p>
+ <a href="../img/projects/pipboy/perklist1.jpg">
+ <img
+ class="blog-img-lrg"
+ src="../img/projects/pipboy/perklist1.jpg"
+ alt="A photo of the pipboy screen showing a decent approximation of the perk menu from FO3/NV. Action Girl is selected and shows its icon and description."
+ />
+ </a>
+ <p>
+ While I've been gone I basically drew the rest of the fucking
+ owl. Look! It's the screen from the game! Pretty much
+ completely!
+ </p>
+ <p>
+ There's some artistic license; in-game the perk description
+ displays in the same column as the image, but the available area
+ there is too small to display it readably on screen, so I've
+ bannered it at the bottom instead.
+ </p>
+ <p>
+ But yeah, we've got the basics of the screen here! The list of
+ perks, the box around the selected one, the image, the
+ description. They're all loaded dynamically from the list of
+ files on the SD card, and I've just gone in and tested the
+ reselection with a timeout, and hot damn, it works.
+ </p>
+ <a href="../img/projects/pipboy/perklist2.jpg">
+ <img
+ class="blog-img-lrg"
+ src="../img/projects/pipboy/perklist2.jpg"
+ alt="Another photo of the pipboy showing the perk menu. Now Cherchez La femme, second in the list, is selected."
+ />
+ </a>
+ <p>
+ Additionally, if you're code digging, you'll see I've done a
+ bunch of reorganisation. While I was hacking before, I've gone
+ in and refactored and made all of this actually functionally
+ useful for building up the application proper.
+ </p>
+ <p>
+ Next thing, then, is input. Which hopefully, shouldn't be too
+ bad? I'll tackle that at some point over the weekend. Then it's
+ just filling the rest of the perk data (and fixing whatever is
+ wrong with the action girl image) and presto, that's a screen!
+ </p>
</div>
</div>
</div>