Week 12 Devlog: Polish and UI
UI Elements
Health, Soul Power and Equipped Weapon
Appears bottom left of the screen, shows your current health, soul power and your currently selected attack.
Minimap, Wave Counter, Enemy Counter and Dungeon Health
Appears top left of the screen.
Minimap shows enemies as red dots, enemy spawn doors as orange dots, monsters as green, the heart as a purple diamond, the player as the eyes and traps as brown squares.
Start Next Round Indicator
Appears at the middle top of the screen when a round is complete.
Soul Currency Counter
Appears bottom right, shows the players current souls that are used for creating traps and spawners.
Selected Creation Icon
Appears middle bottom of the screen. Shows the currently selected creation in the middle, next creation and previous creation to the left and right, and displays name and cost of selected creation above in text before fading out.
Creation Selection Book
Appears in the middle of the screen when the player plays the menu button (TAB), and displays each of the creations that the player can click on to select. Also shows information about the currently selected creation and cost on the right page of the book.
Polish
Particle effects for when barricades take damage
Every time a barricade takes damage, splinters will fall off of it.
Low Health Effect
When the player is below a set percentage of health, the vignette will pulse red.
Implementation
The UI elements are on a canvas and are updated every frame using information from different scripts. The health and soul power scripts store a max and current amount of health or power, and the slider within the health and soul bar areas have their value set to the current percentage of each stat.
The minimap uses a separate camera in the scene that only views certain layers, like the wall layer and the layer used for the minimap icons.
The pulsing effect modifies the values of the scenes vignette, setting it to red and increasing its intensity to a value from a sin wave.
Feedback
Thanks for the feedback :)
Question - Any Suggestions for Graphics or Layout Improvements?
A path that shows the default way an enemy will walk would help plan out defenses,
This is a good idea, I think I will try to have small floating dots or something take the path that adventurers will normally take between waves.
continued from feedback above - maybe a selectable menu for defenses instead of the scroll wheel? It was easy to lose track of where I was
Another good idea, I have added the Creation selection book show above because of this feedback :)
Question - What did you enjoy the least?
Walls seemed very easy to break, kind of like a waste of money
Increased the health of walls from 20hp to 50hp to hopefully make them feel better :)
Question - Any Suggestions for Gameplay/Difficulty Improvements?
#StopTheSpam
This is referring to the ability to spam click the swipe melee attack, i have added a delay in between swipes to stop this :D
Files
Wraiths Revenge 109
More posts
- Devlog 13: Testing FeedbackOct 15, 2021
- Documentation + User GuideOct 15, 2021
- Game TestingOct 07, 2021
- Week 11 Devlog: Presentation and GraphicsOct 02, 2021
- Week 10 Devlog: Enemies and InteractionSep 24, 2021
- Week 9 Devlog: Basic Level BlockingSep 16, 2021
- Week 8 Devlog: Basic Player Movement.Sep 08, 2021
- Concept DevlogAug 27, 2021
Leave a comment
Log in with itch.io to leave a comment.