Unfortunately I've been quite busy this month, and I also made a couple of dumb mistakes that wasted more time than I'd like to admit , still, I managed to do what I aimed for this month.
I made a new project to install the fresh latest version of the framework and I also thought I'd use this opportunity to give Unity 2021 a shot (been using 2019 so far), the move went fairly smooth, and with the content done the last month, I did the initialization script which replaces the caution screen and will show up just one, making the game take much less time to get into the main menu, then I redid the UI and the missing stuff.
I cheated a bit and am using the default UI because it looks simple yet modern, and dark themed which is one of the colors the game uses (Black, White, Red). It happened to fit the look I was looking for, so I am keeping it for now. In the past I had purchased an UI pack which also fit the look of the game, so perhaps in future I will update it to give the game a fresh look, but that's not a priority for now.
Among that, I also added remappable controls, something that is even missing from my current project at the moment, and finally got around to replace the dialogue box with a much simpler one (You can kind of see it in the background on the screenshot above), it has the space for portraits (some minor characters will use those as opposed to full body sprites), and on the other side I decided to put the transparency slider since it looked kind of ugly and crumpled up with the quickbox.
I am also retesting the game, making a few minor edits along the way, and also added a few other things while I am at it such as a toggle for autosave, and the possibility to rename the protagonist. Since I kind of more or less know what people usually want, it is much easier to put that stuff now and plan the systems around it.
I think that's pretty much it, the other stuff are just attempts to optimize the game as much as possible from the start, and avoid some of the mistakes I did in my past project. Other than that, I'd have liked giving a shot to other platforms (Android and WebGL), but I am already running out of time for this month and will have to go back updating my current project, so that'll have to wait next month.
I made a new project to install the fresh latest version of the framework and I also thought I'd use this opportunity to give Unity 2021 a shot (been using 2019 so far), the move went fairly smooth, and with the content done the last month, I did the initialization script which replaces the caution screen and will show up just one, making the game take much less time to get into the main menu, then I redid the UI and the missing stuff.
I cheated a bit and am using the default UI because it looks simple yet modern, and dark themed which is one of the colors the game uses (Black, White, Red). It happened to fit the look I was looking for, so I am keeping it for now. In the past I had purchased an UI pack which also fit the look of the game, so perhaps in future I will update it to give the game a fresh look, but that's not a priority for now.
Among that, I also added remappable controls, something that is even missing from my current project at the moment, and finally got around to replace the dialogue box with a much simpler one (You can kind of see it in the background on the screenshot above), it has the space for portraits (some minor characters will use those as opposed to full body sprites), and on the other side I decided to put the transparency slider since it looked kind of ugly and crumpled up with the quickbox.
I am also retesting the game, making a few minor edits along the way, and also added a few other things while I am at it such as a toggle for autosave, and the possibility to rename the protagonist. Since I kind of more or less know what people usually want, it is much easier to put that stuff now and plan the systems around it.
I think that's pretty much it, the other stuff are just attempts to optimize the game as much as possible from the start, and avoid some of the mistakes I did in my past project. Other than that, I'd have liked giving a shot to other platforms (Android and WebGL), but I am already running out of time for this month and will have to go back updating my current project, so that'll have to wait next month.