Devlogs
Realm Riser : Late Development
*Late Development *
Frame of Mind
As the deadline nears, I think about any and all end-game polishes , bug fixes and UML documentation. I also think about Recollection Redux and all the bits still needed to reach its completion… I also think about how much I would love to sleep all weekend once deadlines are met and submissions are submitted. Until then, I tiredly sally forth…
Things That Worked
- Recovering from the L I took earlier with the Quest System, I needed to think quickly about what goals I could give the player within the small window of time the sprint has left. Enter a turn-based on-click battle system. I had fun implementing the states and turns.
- UI oh my! (I know my jokes suck LET ME HAVE FUN LET ME LIVE ON MY LOG) Game UI was tedious but also a very soothing workflow. What are your favorite types of UI? I prefer minimal like Nier over BG3 chaotic. Anyway, I spent most of the time making sure all the buttons worked and the UI was readable, interactive, and matched the 80s theme.
- Scene Management was the last element I tackled during this period, and the flow of the game began to piece together nicely. This was the point I began play testing build settings, which discovered a very non-ideal bug (see below)
Things That Didn’t Work (Yet!)
- I had built the game in Free Aspect instead of switching to Full HD, This caused complete disruption of the canvas, and the second boss fight screen was totally frozen.
- I wanted to create a confetti/rain mechanic and had a reference game implementation. Even with that, guess what? I still couldn’t figure it out and had to scrap the idea. I will get this mechanic down!!! It’s been plaguing me for months.
Thanks for listening!
XOXO,
ChociMilki