Apologies for missing last week's post, but here we are. Unfortunately I didn't meet the February deadline of improving the combat system/creating a system for enemies and their AI. This process will probably be more drawn out, and will take longer than one month. Therefore, these tasks will be something that I complete in March and April.
In other games that I have developed, their interfaces have been clunky and seemingly unprofessional. I want to change that in Nesus, because I feel that a developed interface can solidify the game as a serious project, rather than the work of an amateur. Here are two separate concepts for the item tooltip.
The first example is a condensed version of the tooltip. It shows the item rarity, attack/speed statistics, and its monetary worth in the bottom right.
Overall, I am quite pleased with the result. The only thing that I may want to change is the font used for the currency in the bottom right of the tooltip. Another aspect of the game that I failed to mention was the aspect of discovery - as the player discovers the world, they will be able to find, use, or sell a slew of weapons designed by me, as well as some that may be procedurally generated.
In addition to these UI concepts, I also worked on the sound engine. Sound is vital to having an immersive experience in the game, and I want the music to be seamless in most instances. The engine will consistently run tracks throughout levels, with the capability to play tracks when certain events are triggered, or when the character reaches a certain stage in the level.
Until next time!
February's task is to improve the combat system and create a system for enemies and their AI.
The author of the blog is Niften, or Sour Apple. He posts weekly, usually on the weekends on Saturday.