Weekly Report (Mar. 25th)
Hello.
Previous week, I was trying to solve the perk system and UI updating incompatibility. At first, it looked like I would have to leave the perks alone and let them appear/disappear without an accompanying effect, but then I found a way to beautify the process somewhat. Apart from that, I prepared flavour texts for the market level, revised a couple of encyclopedia entries (only in English) and fixed some bugs.
The list list of changes:
- Polished the party panel UI updating - the health and stamina bars should now work fine;
- Spent a whole day trying to find a way to implement a transition effect to perk slots, to no avail;
- Okay, I did find a somewhat decent solution, though it’s not quite ideal. The ideal solution would be to affect every slot individually, as well as make sure that there are no empty slots in between two occupied slots. I even implemented the former, but had problems with the latter. Couldn’t come up with a reshuffle mechanism. What I have right now is: every time the game tries to update the UI, it compares the set of perks embedded in the perk slots (UI representation) with the set of perks embedded in the active character (actual data), and if the number of perks or the expiration time of identical perks are different, all perks fade out, get cleared, get replaced, and then fade in;
- Had to make some changes to the perk system, because the perks on inactive characters, including party members, didn’t get cleared properly;
- Fixed a variety of bugs that occurred because the events invoking UI changes fired multiple times per frame;
- Wrote and implemented flavour texts for the market level;
- Revised some encyclopedia entries that are going to be added on appearing on the market level - I haven’t yet translated them into Russian, only the English versions are available;
- Prepared a background image for the market level, and it sucks bad - y’all will see next week.
This week, I will begin to implement the level logic for the market quest stage, including revising dialogue texts. Plus, there are some optimisations I would like to do in the existing level logic scripts, further enhancing readability.
I'll see you again next week.
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Chronicles of Forgotten Islands -DEMO-
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Status | In development |
Author | YetAnotherUser (YAU) |
Genre | Role Playing |
Tags | 2D, Fantasy, Female Protagonist, Male protagonist, Singleplayer, Text based, Turn-Based Combat, Unity |
Languages | English, Russian |
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