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Got the UI integrated a bit ago but forgot to post. Anyways, still need to delete the old mobile/click  buttons. as they aren't needed. Tested the music, options menu, etc. all together too. Got slightly distracted adding mouse based movement early, but I can reuse most of the code fore ranged attacks. So, that's good. and I think the movement options is mobile friendly. Need to test more, but that can wait till after the Jam. since PC is first. (not that I wouldn't love to also have a mobile build hosted on web too for the Jam. also, need to shrink the options button but not the worst issue.  I do want to swap the UI colors, as this one isn't my favorite, it was just the newest one and I didn't want to get stuck on that when I had other functionality to handle. I prefer one with a bit more purple to the dark mode. (Also want to try it out with glyphs/tiles later. but not yet.) I adjusted the tile colors in-between the two. not sure if I want to stick to exactly that brown shade, but it does seem to have roughly the contrast I want. Might pick the closest color from one my palette options I can find. Still can do that tweaking later. I might try making it so the colors in game a tad different at low torch vs. normal torch too, but that isn't essential. so can wait till like last day or so. maybe second to last at soonest.  Still hoping to have a playtest up either end of tommorow or friday. Not sure if I can do it tommorow but it's possible. As I really want it to be out at least a day before I do my big weekend push so I have a whole day to fix issues and expand based on feedback.  I wanted to show you one of the other generators too, but it looks like my spawner isn't playing nice with it so I got to fix that issues. (I didn't notice as I had been testing with a different map generator.) Still was hoping to have everything further than this by now. a lot of this was from yestardays work, as I have been trying to fix the map stuff, Even though I don't want UI Jank, core functionality is a bit more important. hoping to fix those small things tonight too though. the red o and T are placeholder enemies, I have cooler ideas, which are more topical I just haven't put them in yet. the gun isn't fully hooked up to the back end, the ammo is, but I still need to finish up the ranged attack UI extending the move UI. (Which I thought I showed off, but it doesn't want to show in screenshots. It essentially changes the background color of the selected tile then draws a path to it with a simpler effect. (Also adds a border around the selected spot.)  Once that happens, it's just a matter of adding the seperate bullet FX. for that functionality. Then I can probably move into content. or back to polish.