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So, I got started on some UI work. I got a fancy effect on the bullet but don't want to fiddle too much with video. but I got this fake 3d effect when you drag them into the revolver. I plan to replace the torch icon with something better. 
I haven't decided on the exact colors. And I have looked into texture options to apply. But I am thinking roughly of a brown shade for a high torch Ui and a purple ish for low torch. 
I actually iterated through like probably a good 10+ different UI color  palette options. (Plus some layout ideas.) I would love to like get properscreenshots of them all properly annotated and posted in a compact way for like a proper devlog post.
This sort of could be viewed partially like one. even if not quite as punchy as would be ideal for that.

I do want a work on consistency of border color as a minor thing, as earlier I was focused on trying to test out different aspects within the same palette.

I do intend to most likely use the broader palette I use to make the UI, as at least the core starting point for most or even all of the actual ascii/glyph tiles. 

I also have considered whether to make the Ui more direct, or possibly go for a more pixel pattern to it, for a border and background image using these color bases.

I actually have an idea of how to make this work well on mobile too. but, for the sake of time, properly doing that can wait. I did test a bare bones version earlier and it works. So, I can always try to plug back in whatever finished features there are later. Although, Maybe I could add a toggle as a stretch goal. I would rather do more polish and leave it for after the Jam most likely. 
If I go back again I will probably add some more borders. around the revolver and on the overall side panel edge like on the bottom left panel. 
I do have basic working gameplay but I haven't hooked up my gameplay to my UI properly. (I have partially done that though.) It has some stuff that might make cool video clips but not particularly interesting in screenshot, as I haven't gone in and tried to add colors yet based on the UI palettes.

I am prioritizing general aesthetics,  animation, and color type stuff specifically over just going for tiles though for now. I already have movement and basic attack animations which are ascii based I am happy with, although I do want too go in and add some extra visual feedback, like possibly minor lighting FX. 
SFX, briefly flashing on taking damage. damage numbers coming out of enemies or players on hit like a particle, etc. 

Might possibly add simple interpolated bullet animations based on '*' or something? But as I have a basic particle system I aam not usiing too much yet I might throw those into those animations to make them nicer when I get into more of that functionality.
(Or maybe I throw  like sparks onto the UI animation where the bullets are when the gun fires? instead or additionally.) I do have more basic UI animation implemented there, although it's definately a good thing to address again.  

I haven't decided exactly what symbol to use for wall tiles either. Currenntly using # but I am also partial to using special characters to either have a solid block or say a dithered block. lined room edges could be cool, and ascii compliant but is not planned for a 7drl as it has technical challenges right now I would need to tackle. 

Not sure the exact time, but I started a couple hours ago essentially. As I thought I was going to be availible earlier today  but was wrong. Anyways. I got tommorow off from work. So, I should be able to get way more done then. 
If you wanted to get started tonight on music you could? but if you don't feel ready that is fine. or want to do more searching. (Musopen is a great place too find both sheet music and recordings in the public domain for 'classical' stuff I linked earlier.)

I should get 3 total long work days for this.  Tommorow + the last 2 days. (Although for next sunday based on my start time, I can't like keep going to midnight or anything crazy.) If need be I can stay up a bit that saturday if I feel I need to. but I don't want to crunch too much.
And I hope to have all functionality done before I even go into the weekend so I can use it more on like polish or extra content or stuff. Or making changes based on the playtesting. I hope to have something you can test by friday at the latest, ideally maybe more like thursday. (I might have something playable but much less feature complete before then.) 
Also, means that I won't be worrying about the technical parts of uploading last minute or anything.
And then the other 4 days In the middle of the week I probably have 4-5 hours ish of worrk time. So, I should probably be able to get over 40 hours of total work hopefully. Possibly more. (Particularly as I also did like 3-4ish hours today. And might be able to do 10+ on some days, but no guarantee, which might let mee squeeze it out to 48-50?)

Not as much as if I was in college or something still and could pretty much work every day a lot more. but still should be enough to do a lot.
And communication and possibly devlog writing is likely to probably take an hour from most work days. Plus like say making the itch page, making gameplay recordings and nicer screenshots, etc.

When I get a bit more tired, or things aren't doing as well I may weed through more of my music stuff I bookmarked for possible good canidates for adaptation. 
Oh, and if you wanted to say make these music tracks into like assets availible for use generally for a fee or something after the Jam, I wouldn't have any objection there. probably towards the end of tommorow after maybe 6-8+ hours of coding and such.



Here are some earlier UI layouts, Including, a non-3d demo of the draggable Bullet UI.(Had some bugs I have now resolved. which make it a little harder to screenshot.)