@Farrer: Yeah, bones and skulls would have been good... but right now I think I'll just work with what I have. There's so much to do, you know? I'm going to call that part 'good enough' for the moment, maybe revisit it later.
@Snoopy11: Hey there! It is indeed done in Unity. Data put into the Resources folder, imported in with XML, and a nice dynamic navigation system.
----
Update! So, we haven't heard back from the guy managing our server yet, so we've sent him another email for support. I thought it wouldn't take this long, but... ah well.
In the meantime, I've been adding a bunch of the options for the sprites-- only one color / style for stuff I haven't QA-ed to death yet so far to keep it manageable. I've also made a couple of sprite sheets myself that I'll upload to OGA when I'm satisfied with them: Victorian aprons for the girls, a straight, more simple skirt, new hairstyles for the children, ect.
Lots to do still, but the content splurge is a nice break from programming while we wait for admin-dude. More to come!
- Keyboard 1-5 are indeed action shortcuts-- or they're going to be. Right now they're just action buttons, but that will be an action 'bar', the sort you have in MMOs and such.
- Icons have been changed. The broken heart stays, because it's the best I can do for the 'hurt / die' animation. (Where the character falls over.) Clicking on it once should make it pretty clear?
I could display the 'pose' buttons with the symbol of the pose, but the 64x64 icons are pretty minute, and I'm thinking something bigger might be better. A symbol of a pixel-art bow.
Here's my current wireframe. It's more layout and UX than UI still, and I'm still open to suggestions.
And then when you hit the Esc key or something...
Kind of a rough idea. How to make it pretty, though... I'm drawing a huge blank. I thought I'd have a demo 'room' of pixel art for the character to walk around in, but that still doesn't help me on the menus.
Soooooo. Long time, no talk. Long story short, chronic illness sucks.
I did, however, redo the Character Creator UI and layout, totally rewriting most of the code, redesigning the UI that had been giving me problems, making it XML based instead of in-game... and the last few weeks have paid off.
Behold. A working web compile of TestBuild001!
It's ugly as hell, yep, but it works and it's an early testing phase and it's mine. I'll put it on my own web server tomorrow, after I blow the dust off of it, and I'll add a link so that you all can play with it.
---
In the meantime, I could really use some UI help / suggestions. I've got some thoughts about the preview window (right) being a tiny mini-game controlled by WASD instead of the turn / stand / walk buttons, but as to this thing's general look... I wouldn't mind a designer's help.
But really, I think this stuff is awesome. You guys' work looks really cool!
I made / fixed a bunch of bugs in the meantime. My illness also flared up for about two days, so I was completely useless for a while. Still, I started some menu stuff. Don't mind the ugly colored block stuff; I needed to see the elements' size / position easily, and I haven't decided how the thing should look yet.
Thank you!! I use C# and Unity, with a couple assets to help out-- namely a dialog framework and RPG tools, though I'll be rewriting a bunch of the latter. :) I also spent the last week writing out script ideas and prepping art. Most of what you're seeing is Hyptosis being awesome.
To do still before this scene's "draft" is ready:
"Pick up" the armor and sword on contact
Change character sprites from plain clothes to armor when the armor / sword are acquired.
Prompt input HUD thing for a player name if you decide you're not Kartania.
Freeze controls during the conversation.
Add in a cut scene at the start where the scene fades in, the PC wakes up, and the healer notices and hurries over.
@Farrer: Yeah, bones and skulls would have been good... but right now I think I'll just work with what I have. There's so much to do, you know? I'm going to call that part 'good enough' for the moment, maybe revisit it later.
@Snoopy11: Hey there! It is indeed done in Unity. Data put into the Resources folder, imported in with XML, and a nice dynamic navigation system.
----
Update! So, we haven't heard back from the guy managing our server yet, so we've sent him another email for support. I thought it wouldn't take this long, but... ah well.
In the meantime, I've been adding a bunch of the options for the sprites-- only one color / style for stuff I haven't QA-ed to death yet so far to keep it manageable. I've also made a couple of sprite sheets myself that I'll upload to OGA when I'm satisfied with them: Victorian aprons for the girls, a straight, more simple skirt, new hairstyles for the children, ect.
Lots to do still, but the content splurge is a nice break from programming while we wait for admin-dude. More to come!
- Keyboard 1-5 are indeed action shortcuts-- or they're going to be. Right now they're just action buttons, but that will be an action 'bar', the sort you have in MMOs and such.
- Icons have been changed. The broken heart stays, because it's the best I can do for the 'hurt / die' animation. (Where the character falls over.) Clicking on it once should make it pretty clear?
- The + and - icons are indeed zoom. ^^
Current, implemented game screenshot:
New UI!
Let me know if anyone has any thoughts or something.
Thanks for the feedback, Farrer!
I could display the 'pose' buttons with the symbol of the pose, but the 64x64 icons are pretty minute, and I'm thinking something bigger might be better. A symbol of a pixel-art bow.
Here's my current wireframe. It's more layout and UX than UI still, and I'm still open to suggestions.
And then when you hit the Esc key or something...
Kind of a rough idea. How to make it pretty, though... I'm drawing a huge blank. I thought I'd have a demo 'room' of pixel art for the character to walk around in, but that still doesn't help me on the menus.
Soooooo. Long time, no talk. Long story short, chronic illness sucks.
I did, however, redo the Character Creator UI and layout, totally rewriting most of the code, redesigning the UI that had been giving me problems, making it XML based instead of in-game... and the last few weeks have paid off.
Behold. A working web compile of TestBuild001!
It's ugly as hell, yep, but it works and it's an early testing phase and it's mine. I'll put it on my own web server tomorrow, after I blow the dust off of it, and I'll add a link so that you all can play with it.
---
In the meantime, I could really use some UI help / suggestions. I've got some thoughts about the preview window (right) being a tiny mini-game controlled by WASD instead of the turn / stand / walk buttons, but as to this thing's general look... I wouldn't mind a designer's help.
More on that later!
@Capbros - Yessss... join us!
But really, I think this stuff is awesome. You guys' work looks really cool!
I made / fixed a bunch of bugs in the meantime. My illness also flared up for about two days, so I was completely useless for a while. Still, I started some menu stuff. Don't mind the ugly colored block stuff; I needed to see the elements' size / position easily, and I haven't decided how the thing should look yet.
Ooh, but I love the atmosphere and the setup. That looks really cool!
Thank you!! I use C# and Unity, with a couple assets to help out-- namely a dialog framework and RPG tools, though I'll be rewriting a bunch of the latter. :) I also spent the last week writing out script ideas and prepping art. Most of what you're seeing is Hyptosis being awesome.
To do still before this scene's "draft" is ready:
:D I've started a thread, then.
Post your game progress pics / news / video things here! I'd love to see them!
I'll go first. :D
Just over 24 hours into the jam. I've got a ton of work to do, but so far I'm feeling pretty good.
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