Ordnas
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« Reply #240 on: February 12, 2024, 01:44:11 PM » |
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[edit] One thing that might be very useful is to have an indication of what each stat does. This could be as small as a tool-tip, or as large as a separate screen that shows the changes to damage, etc., as in Dark Souls.
But either way, it can help to sell the effectiveness of the changes in stats, and to inform the player in their choices, I daresay.
I absolutely agree with you It is one of the things to do on that UI screen. I want to add a panel on the right hand side with toolpit and changes to player stats.
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Thaumaturge
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« Reply #243 on: February 19, 2024, 01:36:29 AM » |
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That UI is definitely improving, to my eye! I'm liking the looks of it so far! ^_^ I am curious: I see that when changing a stat, you have arrows pointing to both the left and right. Does that mean that players can freely re-spec during play, taking stats out and redistributing them as they desire...? I absolutely agree with you It is one of the things to do on that UI screen. I want to add a panel on the right hand side with toolpit and changes to player stats. Excellent, then! I'm glad to read that this is intended! ^_^
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Ordnas
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« Reply #244 on: February 21, 2024, 12:20:44 PM » |
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That UI is definitely improving, to my eye! I'm liking the looks of it so far! ^_^
I am curious: I see that when changing a stat, you have arrows pointing to both the left and right. Does that mean that players can freely re-spec during play, taking stats out and redistributing them as they desire...?
Ah no, the back arrow is only if you want to undo the last stat change until you confirm the level up. I hadn't thought about respec, but since any stat can be increased up to level 3, I don't know if it's worth putting the possibility of respec, but I'll think about it.
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Thaumaturge
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« Reply #247 on: February 26, 2024, 02:34:00 AM » |
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Ah no, the back arrow is only if you want to undo the last stat change until you confirm the level up. I hadn't thought about respec, but since any stat can be increased up to level 3, I don't know if it's worth putting the possibility of respec, but I'll think about it. Ah, I see! That does make sense, of course! And indeed, with only three stat-levels, it doesn't seem like re-speccing is likely to be all that useful. Especially as I seem to recall that this is a fairly short game! As to the new changes, once again the new UIs are looking good thus far! And is that a new character model that I see...?
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Ordnas
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« Reply #248 on: March 02, 2024, 10:52:00 AM » |
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Ah, I see! That does make sense, of course!
And indeed, with only three stat-levels, it doesn't seem like re-speccing is likely to be all that useful. Especially as I seem to recall that this is a fairly short game!
As to the new changes, once again the new UIs are looking good thus far!
And is that a new character model that I see...?
Yes, I haven't completely decided yet but I will likely use that character, which will be one of the characters that will be featured in the game Hub. Glad you like the UI!
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« Reply #250 on: March 04, 2024, 03:55:15 AM » |
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Yes, I haven't completely decided yet but I will likely use that character, which will be one of the characters that will be featured in the game Hub. Ah, nice! It looks like a good model! ^_^ Implemented collect item popup window. I needed it to show when the player receives a Gem, a material that allows players to change or upgrade abilities. Gem is sometimes obtained as enemy drops after defeating them.
A good thought! Without such a thing it can be awfully easy to miss the gaining of an item--plus the notification can be nicely rewarding, I feel. ^_^
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Ordnas
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« Reply #251 on: March 17, 2024, 01:02:48 PM » |
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Yes, I haven't completely decided yet but I will likely use that character, which will be one of the characters that will be featured in the game Hub. Ah, nice! It looks like a good model! ^_^ Implemented collect item popup window. I needed it to show when the player receives a Gem, a material that allows players to change or upgrade abilities. Gem is sometimes obtained as enemy drops after defeating them.
A good thought! Without such a thing it can be awfully easy to miss the gaining of an item--plus the notification can be nicely rewarding, I feel. ^_^ Thank you for the feedbacks!
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Ordnas
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« Reply #255 on: March 25, 2024, 11:36:21 AM » |
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In the inventory I added a description text on the highlighted item. In addition, the effect of consumables is briefly described (under Use Effect). For now I am done with the UI, this week I will implement the last new mechanics of the game, it will be complicated but let’s see what comes out.
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Ordnas
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« Reply #257 on: April 02, 2024, 11:47:10 AM » |
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First prototype of Weather System linked to Player Health. The lower the Player Health, the worse the weather (up to heavy clouds and rain). Next step will be to add lightning that can strike enemies and hazards dynamically created by rain.
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