A quick (video size constraints) demo of the intro and some of the animations I wired in today.
After a long time of living with the current UI I finally went through and updated it, redrawing the tactical UI in line with the title screen's and giving them both a slightly darker recolor which feels much better to look at.
I also finished making a batch of pilot sprites and I'm so far pretty satisfied with the goofy-ish look of them.
The mech builder needs to get wired into the demo-mission select next to make testing easier, which will give some good opportunities to test out some of the interface sounds I made today and see how they fit. This will also be a good time to adjust how shields work.Right now, shields function as the first-reduced damage pool on a unit but are tied to a certain damage type, similar to how Underrail works. After some playtesting though, it just doesn't feel great and hampers build diversity. I'm going to rip the shield typing out and leave a flat damage reduction and replace the typing with some systems that can be added in to reduce damage received from certain weapon types.
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