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Progress Report

02 - Title Screen & Equipment

First off I got some help making a fancy logo for the game:


I'm really happy with it and inspired me to put together some temp title screen for the moment. I also added so you can quickly pick what debug map you want to start or start an editor. I t's quite nice to be able to pick map, before I had to go in and change bunch of code to do it.

I also added support for transition effects between screens. Like the plasma dissolve effect (which might be a tad over the top). But also added the dither out effect which will probably be the common effect when moving between screens. I want to stay true to the pixel palette I'm using so staying away from transparency. No fade to blacks for this game.

I redesigned the equipment screen as I was really unhappy with the old one. It was hard to get an overview of what you had equipment. This one is way more standard and straight forward

With that I also added some quality of life stuff. Now the equipment slot that an item uses is marked, items you can't use is marked red, and you can shift + click to quick equip and remove items.

And last but not least I adjusted the camera so you can see more of the surrounding tiles.
This is what it used to look like:

This is the new one:

It makes it way easier to navigate and get an overview of your surrounding. It's something I been kind of struggling with for a while now. I tried to fix it before by changing the cameras field of view, but that just ended up breaking the pixels. Turns out I'm just overthinking it as usual, all I had to do was move the camera back. Before it was always in the center of the tile you're standing on, now it's stays at the edge of it.

Video of the title screen in fullscreen:






Progress Report

01 - Items & In-game Editors

With this game I want to build a robust groundwork that I can reuse in the future for similar games. To make everything a bit easier to work with I decided to put in the time to make editors (that and I really enjoy coding tools).
So the past two weeks I've spend laying down the ground for supporting editors and the first one I build was the Item Editor.


(Items and balancing is still up in the air.)

It still has some kinks and quality of life stuff here and there to work out. But it's good enough for the moment.




Another reason for doing all the editors is that in the future I want to support a scenario editor so players can create their own campaigns. But it probably won't be for this game.

All the editors can be accessed anytime in the game by pressing F2. Which is really handy when playtesting. If I find something that's off I can go in and fix it right away.


(Right now it's a bit empty, but later all editors will be collected on that screen)



Next up will be dropping items on the ground and picking up them up.


For future update posts would you be interested in seeing code or is that boring?
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