Last week I tried to focus on many aspects of the game's UI, this time I tackled the character select page and the way the win condition works, so for now we can win a game (although not on the way multiplayer is intended, but we'll work on that in the future Along with those two new implementations, I've fixed a lot of bugs related to the UI skeleton and a lot of interactions between buttons and their functions.
I ran into a lot of problems when it came to player selection, because normally the button in the menu spawns an actor and then we make the player possess that actor, but for some reason I'm still looking for pawn possession. It didn't work as expected, for now auto possession helps with the test map and single player experience, but it's something we can't do anymore in the long run, I'm still looking for a better way to do it. player's possession, so expect further updates on that.
Personally, I sometimes have a hard time looking through many ways to create a UI that fits the aesthetics of the game and is much more versatile in the long run, and now I've found that even if the UI is "easy”, between quotes, now I respect UI developers more for all their work, another toll is that sometimes I feel like the work I do is not appreciated, but hey I guess I need to shake off that feeling.
It's starting a new month and my knowledge about UI is more than before, it's time to improve and add many more interesting things.
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