Update #5


Originally posted at https://nathanmacadam.dev/

Hello again! It’s Saturday here, which is more or less Friday like we promised last week.

The incomplete model from last week of the second mayor has been finished! I’ve done some revisions to the textures on the first one too. Beyond that, there isn’t anything too exciting asset-wise this week.

Level Design

Now that we’re reaching the point where we need to turn our level designs and grayboxes into actual tile-sets and game areas, we’re going back and revising some of the layouts. A few are just being tightened up like the town area, while others like the dungeon are being completely revamped to fit better with what we have in mind for this game.

UI

We also spent some time this week discussing UI.  We want to try and mix the standard ‘overlay’ style UI with world space elements to create menu screens that have depth and feel less like a menu in a box on top of the game.  With setting up the back-end for shops being part of the week’s tasks, we discussed how this could look for a shop menu and created a mock up.

We thought it would be fun to have the primary menu on the left be styled like a receipt, and to echo information displayed in the primary menu (like quantity and cost), on the cash register number display.  We’ll be utilizing the dialogue bubble as a means for conveying descriptions, and items the player selects and purchases will display on the counter in front of them.


We’re also using this foreground/background layer separation to split ‘shop info’ from ‘party info’.  Where relevant, we’ll have character art and info displaying things like stat increases or decreases an item could provide, or character restrictions and item might have.

A bit short this week, but last week was also pretty packed thanks to being late. We’re going to be getting a lot more assets done very soon so look forward to seeing those in the game!

See you next week!


-Nathan & Ethan

Get Dream Frontier

Leave a comment

Log in with itch.io to leave a comment.