Days 9 & 10 Update
So I forgot to actually do a devlog on last Wednesday, but not a tremendous amount got done that day as I ended up working on the game-ui equipment durability bars. I hadn't made them prefabs so I got that worked out, worked on making the main menu controller compatible, and fixed some small UI issues with the cursor and navigation with controller.
Today, I managed to get a decent chunk of tinkering done, fixed most of the stuff I had made notes on, and got to a point where I'm now starting to look at making sure the saving system works properly and establishing an autosave & save-on-quit functionality. Shouldn't be too tough at all!
Beyond the work done today, I still know there are some glaring issues with the controller navigation:
- cursor sometimes shows when it shouldn't
- sometimes cursor travels off into the infinite abyss when pausing
- other misc. cursor location & navigation clunk and issues
I will be working on a grid-based solution to this relatively soon, I'm just waiting until I have more properly designed my UI as I will likely need it to adhere to some sort of grid location system.
So basically next big things I'm working on are fully implementing the already developed saving system, and making absolutely sure the end of the tutorial is complete. (this includes actually leaving the world to the "next chapter", which for now will simply be the end of the tutorial zone demo). After I've reached this point, I'll do a bunch more testing & bug hunting, and start figuring out what I want to do with the UI & graphics style overall.
On the point of graphics, I will likely have no choice but to swap off of browser builds to instead have it run on desktop. Certain graphics limitations for webgl prevent me from being able to do more lighting-wise and as a result the game is limited in that aspect until I swap. So, at that point, I will start exploring options of making the game downloadable, including a potential migration over to steam (though i would like to wait to get it up there until after I have a more defined art style & things are embellished a bit). Either way the game will remain available here for as long as I can manage it, but at a certain point I will cap-off the content, likely into the beginning of the first chapter, and subsequent content will only be available in the full (paid) version of the game.
Either way, that's enough of my thinking out loud about things, here's them patch notes!
Day 9 Changelog:
- swapped all durability displays to be prefabs & gave them background & foreground images
- also swapped durability displays to have little health bars so the value of durability is more apparent
- fixed issue with character contorting horribly during certain paused moments
- moved copy of cursor overlay to menu scene
- fixed main menu scene not working with controller input
- also fixed closing windows in main menu scene with back button on controller
Day 10 Changelog:
- added background bar to durability image object
- ^also made sure background bar does not display when no equip is present
- made elder not allow dialogue after player says they don't care what elder has to say
- made sure notification panel can be closed in controller mode
- fixed issue with controller cursor showing on/over load screen
- fixed issue with Play button not being highlighted on main menu when using controller
- refined controller cursor visibility logic (less time with it showing when it shouldn't, etc.)
- refined controller cursor positioning (so it doesn't fly in from the side of the screen
- refined UI designation as a "real" window, so some popups can open without unlocking the cursor
- made sure UI windows properly target their "first button" when made visible
- added a purge of tutorial-event toggles when the player fully dies
- fixed occasional and random error in ui interaction event
- fixed tutorial slider stealing focus from other windows
- fixed a couple small bugs that would occur when re-loading the tutorial scene
- removed tracking of boss instances in exchange for getcomponent calls
- rebaked nav mesh
- made some misc adjustments to lighting settings & enabled fog
Files
Death For Growth
A game where death is just the beginning, and success depends upon it.
Status | In development |
Author | Setolyx |
Genre | Action, Puzzle |
Tags | Action RPG, gauntlet, Singleplayer, Third Person, Unity |
More posts
- Day 41~110... 😅Aug 20, 2023
- Day 30 ~ 40 (oh how the time flies)May 07, 2023
- Day 26~29 UpdateApr 20, 2023
- Day 24~25 UpdateApr 17, 2023
- Day 23 UpdateApr 12, 2023
- Day 22 UpdateApr 11, 2023
- Day 21 UpdateApr 10, 2023
- Day 18~20 UpdateApr 09, 2023
- Day 17 UpdateApr 04, 2023
- Day 16 UpdateApr 03, 2023
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