Hello everyone! Back in January, I released a devlog showing a completely revamped customization menu with some place holders and what-not. I explained earlier that I'd be working on the UI for the game as well as changing the Dialogue scenes. Much of it is practically ready to be shown, but it is in early stages.
Short Synopsis
Created a new dialogue tree and question setup
Created a settings menu
Created a Loading screen between the main menu and whole game scene
Created wip menus
Main Menu
Created a whole theme around the menu
Create up to 1000 save files
Lolbit's Motorized Service
QoL improvements over the original shop
Mendo's Endos
Long Synopsis
First, I want to talk about the loading screens. These were something that I was thinking of adding since most of the loading was in a black screen. As a result, I went ahead and started working on making loading screens inbetween the main menu and main scenes. They're also based on the original game's loading screens but they move this time around (and also the clock too).
Here's the few of them:
Secondly, I wanted to talk about the settings menu! The original didn't have a settings menu, likely because Scott didn't really think of having one during the development. So, I had to improvise what the settings menu was about! I added visual settings (such as Display Settings, Monitor changing, and VSync), audio settings, and added a controls tab for people to see what the controls are (I don't really know how to keymap and it'll be difficult considering I've done the work to bind controls already). You can view these settings in the Main Menu and Pause Menu just so that it can help. Don't worry though, any change automatically saves it.
Thirdly, the dialogue actions! Before, I was using the Dialogic addon for the game. Though it was useful, I felt it was very limiting and I wanted to make something that would fit into the game (and the timing for the 8-bit Fredbear could potentially work as well). So I created a new dialogue system and options for the game to work alongside it. All it needs is an character name and an array and it's all set to go! There are a few more additions I'm hoping to add like characters moving, backgrounds, etc. (Plus, we're going to be looking for voice actors soon when we start working on scripts )
Fourthly, the stuff not shown in the video! For starters, the main menu originally was kinda eh. It was my first attempt at something like this and I needed to make something for the save files in the game. Since I was remaking the customization menu, I figured that I might as well fix the main menu as well and give it a better look! Now it has it's own unique theming, which the save files go hand-and-hand in the same theme.
Next are the stores in the game. I managed to make Mendo's Endos first as a way to understand what the ui setup would look like and I think it's a treat. Afterwards, I made Lolbit's Motorized Services! I made a QoL feature where you can actually scroll past the different byte types in the store that you've found. The byte types can only be unlocked if you found specific Lolbit stores in the map, utilizing the original's exploration into account.
Lolbit's Shop UI:
Mendo's Endos:
I've been super motivated this past month to be working on the game again, learning some new things, making new stuff, it's amazing. I've actually been starting to get motivated into doing more visual stuff after working on these menus since it's given me more idea as to what to do for them, which is perfect timing. We're so close to finishing a lot for the demo and I can't wait to share it with you all.
I've been thinking about making these devlogs bi-monthly since it gives me and the team a lot more time and space to work on the game at a good pace instead of rushing a new devlog out the door. Since we're focusing on visuals too, it might end up that way, I have no clue. But for my plans, I'm hoping to make some actual visuals to the menus and shops. I'll likely help out with some fight animations and work on some ideas for the dialogue moments in the game.
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