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(+1)

Good evening. I hope you're doing well. 

The march of progress continues. I didn't cover as much ground as yesterday, but that's fine.  However, I do sleep in again. Life is a struggle, but my bed is warm. Enough about me, though.

The number of new GUI elements grows again today. Or more specifically, the number of placeholder GUI elements. A proper design for each will be necessary, and perhaps I'll regret eating all of the strawberries on my cake first. i just hope that cake isn't a tiramisu, because I find the bottom layer is usually terrible. Anyway, I can only hope they might eventually be a fraction as nice-looking as some of the others in this jam.

First, as mentioned yesterday, I wanted to get the basic shop functionality to a working state.


As they say about all my other placeholder GUI's: "pretty, it ain't". What it is, however, is working.  Right now it's just a button for each item that you press to buy things. My idea is eventually having a grid on the left to select items, and a zoomed in copy with some dialogue from the shopkeeper on the right third of the window, as well as quantity controls.

Ignore the fact the only item in the shop (and the game, really) is the cheese wheel. The second item was our first weapon, the Cypress Stick. It serves to check that the equipable items section works as intended and provides stats. On that note, we have another new element that is useful for checking that.


More future GUI work for my ever growing pile. Even the thumbnails are placeholders from Soul’s sketches. I haven't added a button to actually choose an equipped item without the console, but that will only take a minute, once I figure out where to put it. 

 However, that may actually be the last screen until the next phase. I only just realised that, and it makes me happy. OK, I did say I'd do a screen with an imagemap eventually for the world map, but I'm not sure if that'll get done.

Let's see, what else? There were many minor things today. Not worth a full mention. Going through variables to check that saves work. I helped Soul set a couple flags, set things up so new first encounter dialogue is easy to add. Small things like that.

My next priorities are again the randomised encounter system, and making some kind of actual targeting system (picking which enemy to hit). An imagemap may be the best thing for that, but we have no sprites yet. I’m still mulling it over. Either way, hopefully my dev logs should get a little shorter now.