Im currently trying to improve aspects of the battle system. Right now im focused on the battle dialog box thing, i decided to make it stay in one place, (atleast for the player one), to make it more consistant and easier to read.
Before there was a issue with it clipping out of bounds and making it hard to read, this solves that issue.
Theres also other aspects im trying to redesign, mainly dialog bloat. Im trying to rely on animation instead of some text saying " 'character' casts 'spell' on 'character2' ",
Which imo, is kinda boring....
Something about UX design i enjoy is coming up with ways to convey information more effiecntly. (I cant spell for the life of me today.? )
I also reworked how back end the menus worked, which now you can flip between menus like any other game by pressing X (assuming keyboard)
Next up
i might plan on posting test footage soon of me working on cutscenes and stuff :] Just prototypes
Working on a new Fight mechanic, far from finish but i wanted to lean away from rng and make it more skill based.
Casting Spell mockup
eepy
Working on making place holders for the game, im liking this style that im figuring out. Eventually when theres an artist for the game itll probably look way better than i could do. Im no artist lol but i do like this direction i am taking it in
Toying around with a different art style
Eepy (v2)
new font for the dialog box :] i think it looks nice
0 comments