Devlog 0.8 – UI and bug fixes

This isn’t going to be too much of an interesting post this time if i’m going to be honest. It’s mostly been going around and sorting out bugs but it’s progress nonetheless.

Start Interface

Rather than opt to create a new scene for the start UI I wanted to make something a little more engaging. This is what I have come up with so far:

As you can see the actual game UI (healthbar, items, gold counter) shouldn’t be in the Start UI but it works and that’s what matters so far.

You might have also noticed that I implemented a round counter that notifies the player on the round and when it will start, I thought that was a neat addition.

Potential second boss: Twin Demons

I also came up with a mock up animation for a second boss. A twin boss where one is fire-oriented and the other is ice-oriented that bounces between forms throughout the fight. The first boss Skeleton Knight was more of a melee sort of character so I wanted to make something magical and ranged:

Player move animation

I didn’t really like the move animation for the player so I adusted it slightly so that it looks like there is air resistance:

Basic font

I did mention before that I was working on a very basic font. As you can see, its extremely ugly, which is fine. I just wanted to see something a little different so it will be replaced as soon as I can.

Bug Fixes:

Just a list of bug fixes, more for me than anything so I have it jotted down somewhere:

  • Fixed bug where Skeleton Knight teleported out of bounds
  • Fixed bug where summoned enemies went out of bounds
  • Fixed bug where game doesn’t continue after boss defeat
  • Fixed bug where Skeleton Archer could be parried after death

Next Update

I’m aware that items weren’t in this update and this is something that will take priority. I’m just having trouble sort of defining items outside of just applying stats to the player. I want to also avoid power creep.

I also want to have more intelligent spawning of enemies: both location (not too close to player and not out of bound), and also type (Round 2 has chance of one Lvl 2 Ogre Brute or 3 Lvl 1 Slimes, for example).

I’m just going to leave it there before I start listining thinks I *want* to do, but I know i’m setting up expectations way too high. Game Dev is hard man. Anyway, thanks for reading Devlog 0.8.

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