So, I got some feedback from the Feedback Friday thread on the Unity forums. Firstly, somebody commented that they couldn’t test it as they have a Mac, so I have a Mac build. I have not tested this, as I don’t have a Mac myself - so, don’t be surprised if it breaks.
The main piece of criticism I got was that my UI was awful. Here’s the main menu in the old version - just the default UI with bright orange being used to show a button being highlighted:
The new version fits the pseudo-Elizabethan setting a bit better - the menus are pieces of parchment, with buttons shown as red wax seals when highlighted. It’s not completely finished - I converted the briefing panel to resemble a book, but the mission intro in inside a scroll area that I may need to remove - but I’m pretty happy with it.
I also have a few bug and mechanic fixes. In no particular order:
I forgot to assign some buttons on the game over screens, which made it look like the game had frozen upon failure.
I finally fixed a bug where the player could jump while leaning. This wasn’t a game-breaker, but it looked a bit odd to be jumping while leaning over at a 30 degree angle!
I tweaked the exhaustion mechanic after one of my workmates commented on it. It now allows you to move at a snail’s pace, but you can’t climb a ladder, attack, run or jump. I also lowered the timeout to get your breath back before you can do any of that again to a second.
Ladders don’t make the player kinematic any more. Instead, they just toggle whether or not the player ignores gravity.
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