We be menu-in’
We be menu-in’
One of my missions is to implement (graphically) a lot more parts of the game from the beginning then later. Mostly for the sake of spacing/layout. I am completely open with tweaking everything later on down the road – but my last project I ended up having to tear out wayyy too much code to fix graphics I didn’t like
Lots to see here:
Weapon selection – you can only equip 5 items before hitting a planet so choose wisely!
Boosters and Upgrades – there are some major artifacts scattered throughout the galaxy. Collect these artifacts to either boost stats, or upgrade armor!
This is where you equip your stuff! Weapons go in the weapons slot, armor on the armor graphic. It’ll give a run down of your stats and power, as well as HP and current funds.
Actual items you find during a play through.
I’m aiming to take it easy this weekend, so I tried to get a lot done.
First, HP Meter:
Straight forward for health – once you get armor it goes over the top of the health meter. If you have armor and its destroyed, then you peer through the broken armor meter to the health meter.
Some screen shots:
I’ve also worked more on stations, added BACK IN the stasis tube, the food station, and the entertainment station. Whats fun now, is the crewmen now show emoticons for needs:
I also have two vids!
and then, emoticons/new platformer tiles!
Whatever I do for this first tileset for human worlds is whats going to be the template for all the rest. Not in looks and color, but in terms of layout and components I choose to add. I got to get it right! Nothing would be worse than to need some overlays I didn’t make and have to go back through every planets tileset and redo them.
Heres whats new on the human tileset:
I added a few decorative tiles to make up for the emptyness of the game. In addition, tiles now fade to black instead of simply repeating.
So what up to now the stations didn’t actually do anything other than animate. Worse yet they were done in a cobbled together code as I was prototyping the original idea. The tactical station is the first station which actually effects the game. I have it turned up to making weapons hit 100% of the time if the station is manned, instead of 50/50. Later on it’ll only be a 5% boost, with the players skill in gunnery making it higher (I’m thinking up to 25% or 30%).
I’ve also included the eating/sleeping/entertainment stations again. There are some invisible stats in the background related to the player which are replenished by these stations. I wont be making it a focal point for a little while but keeping your little guys alive is a big part of the game.
Here’s the animation for the tactical station:
Following this I hope to have entertainment, food, and interaction all back in. That means I need to create the stats for the player as well as happiness. I don’t know if I have time to really dive into more UI work though (displaying stats on bottom right detail UI pane).