Devlog #16- UI and HUD improvements, monster fully implemented


Wallpaper Engine version of the render

SCENES

  • Designed, modeled and rendered the most important area of the first section of the game (render above). This will mark the end of the sewer/plant subplot, and will transition into the next part. Most of the time was spent making this render, but since that map will be directly used on the game, no time was really lost there. It's the most detailed and lore-heavy part of the game so far, so I'm putting a lot of care into it, just so the in-game version looks as good as possible
  • The rest of the map will be done a lot faster since it doesn't need  to be as complex as this last part, and the whole layout has already been designed.
  • The underwater shader hasn't received any significant changes, but I did figure out some ways I can make the map look better underwater (ignore artifacts, caused by gif compression)

AXE

  • Added swing and blood effects to axe attacks
  • Reduced attack cooldown for smoother combat
  • Fixed transitions between animations

HUD AND UI UPDATES

  • Added two extra containers to the HUD, which show the gasmask and the currently active supply
    • Gasmask container will remain empty until picking up the mask on scene 4
    • The supply container will show the supply that the player will use if B is pressed. When it runs out, the texture will dissapear and the container will be emptied
    • These new elements can be toggled from the settings menu, meaning, you can still play with just the health and stamina bars
    • Inventory's Current Supply label has been removed since it turned redundant with the new HUD
    • Health bar bounds fixed. In the current version, the health bar looks empty when having < 10 HP (properly shown in inventory). Now, the health bar correctly represents the remaining HP from start to end 

  • Slightly improved the layout and general composition of the inventory
    • If a weapon or item is equipped, the inventory will show its name and description by default (cursor type thing will also be moved there)
    • Separated supplies from weapons and items since they're kind of different from a gameplay perspective. This is just done by using a different underline decoration on Supplies. Weapons and Items still retain the same underline
    • Changed slider on notes
    • Equipped items will now have a different background color on the inventory. While you can just check the current viewmodel, inside the inventory, it's often more convenient to see what you have equipped straight away
    • Made item background a bit less transparent 
    • Items and weapons use one same "cursor"



MONSTER IMPLEMENTATION

  • Fully added new monster (AI, animations, model, ...)
    • SFX and first appearance still missing, will be added right after this devlog is posted tho

BUG FIXES

  • Camera's y-rotation no longer blocks when camera animation is playing

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