Conceptual for the new HUD |
Some things I'm working on right now.
- Redoing HUD
- Redoing Message System for "typewriter" style text and small emotion portraits
- Finishing up the first "dungeon" for the demo -- it's rather short (BUT INFINITELY ANNOYING TO MAKE #newcoder)
- Fixing up Enemy AI (one of the AI's is so broken right now. Lool)
- I've actually decided against the original style of AI I had before, where every AI was made of just attributes and specific walk patterns. :| I'm just going to code AI for each enemy individually because I really messed up compartmentalizing the parts. Haha, I'm not incredible at coding yet I guess.
- Preparing to complete details on a few maps.
- Town, Forest, Ruins, and actually completely map a few in-between maps
- [Jack] Finishing up some sprites
- [Jack] Preparing the music
Not much to say other than I plan to have the game done by January and that it's becoming more art-game-esque than I would like simply because of a lack of time to finish. The game itself actually needs to be done by December if I want time to actually promote it correctly, but we'll see what goes on. Expect greatness (and a completed game sometime), Ryan Huggins~
Time for a late comment. I like the new HUD. Not because it's prettier than the last, but it's easier to see what's what. I do recommend reducing the size a little bit. Right now it's taking up a huge chunk of the screen. The layout is great and I love the design, I just think it's a bit too big.
ReplyDeleteThank you for the comment. You can remove the HUD with the press of a button. It's also not always visible; it will disappear if you aren't being damaged/aren't shooting. Hopefully, that will be enough to keep the HUD from being annoying or obtrusive.
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