Back with another update! It's been really difficult to find time to do anything with what's going on, so not too much new. With how much boilerplate code I've written for the engine, things are starting to speed up though so that's good news. With that additional time, I was able to squeeze out a little more content then last update, and tried establishing some art styles and assets to show off. In case you're not interested in the video, I'll have some gifs and a textbox at the bottom of this post for new things added. Thanks for coming by, and stay well!
New combat animation, floating combat text, and effect. Wanted to give better player feedback to who is attacking, who is getting hit, and the damage being dealt. There is more room for improvement here, but I like the direction it's going. It's very satisfying to kill a horde of my naked clones.
With the new GUI, I wanted to make it feel polished and smooth. What better way then to add polished, smooth animations! They act as "Drawers" and can be accessed by hotkey or by the sidebar in the lower right part of the screen. This UI overall is subject to change. It's current features fit most of my needs, and has customization for coloring and size. I don't like how much screen space it takes up currently.
Inventory management will be important, so I want to offer all the necessary features to players. Drag 'n Drop, or Insert items. Sort items. Drop, Examine, Use, Equip and whatever else. Along with some other features being added to the game. I want it to be an all inclusive menu that allows smooth interaction with the games items and interface. Implementing the scrollbar was more difficult then I had imagined haha.
An example of some boilerplate I wrote for equipment interaction and character customization. This is very early on, but I wanted to show off a key design of the game. You will be able to equip and un-equip items in the inventory that will directly effect the sprite and character in the equipment menu. Fit her for battle, or for sex ... up to you!
Here is a video outlining all these features more in-depth and some comments about development. I have other videos detailing the process of my development that go into both design and technical parts of it. I'm not trying to be a youtube star, just wanted to offer it to anyone who is curious. If you happen to be really curious about the programming part, let me know, and I will happily do a video outlining my architecture, design patterns I'm using, and some of the obstacles I've overcome.
As promised, here is an example of the art style and what I currently have. I'm taking a pixel art approach to the content because I think it will blend well with the rest of the graphics in-game. I didn't want to use 3D models that heavily contrast with the other-wise pixel art game. I also wanted to use a style that allowed me to express my own creative ideas without limitations. I have some improvements to make in the art department, but I'm okay with how it looks now and I can always re-do it. As promised...