Monday 29 May 2017

Quick Update Gameplay

In summary I've added some of the base UI and logic for upcoming gameplay additions and tweaked and improved movement. I will be rather busy this week, so I won't be able to do much work on this for the coming weekend.

UI:
  • Added life bar
  • Added energy bar
  • Added meals counter
  • Added time counter
  • Added money counter

Movement:

  • Added crouching
  • Added crawling
  • Crouching and crawling animation speeds changes with joystick.
  • Added Sprinting
Performance: 
  • Removed occational spike lag caused by movement script.
Functionality:
  • You will lose energy from sprinting over time.
  • You will also lose LifePoints in conjunction with Energy losses when Energy starts dipping into the negative numbers.
  • Time will be properly shown. It will only advance after certain actions. In the future traveling between maps will consume time, so the player is incentivized to go through creepy back alley shortcuts.
  • You can rest by crouching or crawling then pressing R, this advances time in intervals of 10 minutes every 3 seconds while recovering 1 energy on each of those intervals.
  • Money will be shown and accounted.
  • Able to get meals from snack machines by trading money.
Planned:
  • Make the player fall unconscious, move slower etc when life or energy is low enough.
  • Add Sleeping.
  • Add energy drinks. Drinks that give a temporary buff that recovers 1 point of energy, but at the end of the duration you lose 2.

Saturday 20 May 2017

Quick Update Beautifying the UI



Video link:
DropBox

I've finally completely upgraded from the legacy UI to the improved UI. In other words this was also a week spent on the back end. In other words I don't think a release build would serve much purpose, but I still wanted something to show, so I spent some time creating art for the UI. It was quite enjoyable working on something less technical for a bit. Also I suppose it will help with first impressions. I'm planning on focusing my attention towards establishing a basic gameplay loop the coming week.

Added/altered some menu graphics:
Main menu:

  • Start game Icon
  • Customize Icon
  • Patreon Icon
  • Blog Icon
  • Quit Icon
  • Restart Icon
  • Added the Title Card (currently clashes with the other design.)
Customization:
  • Return Icon
  • Modding Tutorial cleanup
  • Resized The colour pickers.

Dialogue:
  • Text now looks a bit better with strokes.

Technical:
  • Finished converting everything from the legacy UI to the new system.
  • Reworked the way some of the poses work.
  • Tweaked some of the shaders again.

Friday 12 May 2017

Quick Update UI

I've focused mostly on the back end side of things these weeks. I've also been somewhat busy, hence the slower pace. These are some of the things I've been working on with the game:
  • Upgrading the legacy UI to the newer Unity UI (Improves performance).
  • Improved the custom texture window to support unlimited textures with a scrolling function.
  • Colour Picker now updates on the fly with hair and skin colours. (Thanks to the new UI performance boost)
  • Colour Picker differentiates between eyes, hair and skin selections. This means that if you change from your blue hair to your green eyes then the picker will be green. (Based on feedback)
  • Changed colour presets to fit common colours used for each object. (Based on feedback)
Feedback has really helped me out, even while busy with other things. Ticking things off a todo list really helps efficiency. The next release will be a bit further off. I want to work a bit more on the back end before I move over to new content.