Been concentrating on a few bits of graphical polish this week like the trait selection menu and main GUI. All in all it's really improved the feel of the game bringing it much closer to having a more professional finish to it. Which is always a good thing. Here is this weeks log:
23/06/2015:
-Turrets now only make a noise within about a screens width of the player. No more annoying turret noises playing all the god damn time.
-Worked on rSkyEntrance.
-Final eldritch trait finished; randomly boosts multiple stats. All traits now completed (HUZZAH!).
-Changed design for trait selection screen, filling more of the blank space and making it look much nicer. Added a simple rundown of the players stats at the end of the previous level: hp / hpMax, bullets fired, flares placed etc.
24/06/2015:
-Completed trait list on trait selection screen.
26/06/2015:
-Continued work on rSkyEntrance.
27/06/2015:
-Created a proper HUD for the floppy disks, flares and mines. It looks 10x better than it did before.
-Added an xp bar similar and just below the hp bar.
Figured I'd throw in a couple of pictures showing how it now looks:
Flares and floppy disks are now graphics. Mines (if you have the trait) also show up there. Note the XP bar just below the health bar.
Player stats on the left, list of traits to the right (the text turns white if you have the trait) buttons in the middle and a little hint at the bottom. You can also see the simple dot cursor that I'm using for the moment.
So there you go, not much else going on at the moment I'm afraid but as you can see Revolver is reaching the stage where it's all about presentation. There are still a couple of levels to finish and a lot of graphical updates to make to the actual levels, through the use of tiles, but it's getting ever closer to being finished. Getting this far is honestly something I'd never thought would happen, I've always been someone who gives up when it gets tough but seeing this as far through as I have is an amazing feeling and I hope it continues.
-Beau
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