LOTLW Devblog #24: Drought

posted in Zuurix for project Light of the Locked World
Published November 03, 2020 Imported
Advertisement
In this entry: Character creation UI redesign, demo update release.

Devtober 20

Decided to redesign the character creation UI because it was too busy. I was suggested to split the UI into two pages, which was an excellent suggestion - this is why feedback is so important!

With two pages, I could arrange buttons in a more pleasant way.

Devtober 21





Okay, now it's visually finished.

Besides doing that, I also implemented the "Random talents" button, began working on the "Random name" button, added confirmation pop-ups for canceling, and finishing the character creation.

Devtober 22

I was fixing the PC.

Devtober 23

Got my PC back, but only managed to work a bit on character name generation before I ran out of time.

Devtober 24

The "Random name" button is now implemented and character creation UI is now linked - meaning it can be used without a mouse.

What's left is opening the UI when the player starts a new game and adding informational tooltips about talent point spending and classes.

This wasn't a full workday either, unfortunately - distractions and chores kept me away from the project.

But hopefully, this development drought will be over soon - I have no distractions planned for the foreseeable future and I'm excited to start working on the next big thing for Light of the Locked World =]

Devtober 25



With tooltips for the UI implemented, character creation is now done!

Now I need to fix a bunch of bugs and implement some sort of analytics so I would get a better insight into how players are playing the game.

Maybe I could even get reports of the crashes that happen to the players - that would help a ton to get the game free of game-breaking bugs.

Devtober 27

Nevermind, I won't be implementing analytics.
Getting feedback naturally is nice and oldschool anyway =]

With that out of the way, I jumped into version 0.5.0 polishing - I'm hoping to release it this week.

Fixed several complicated graphical glitches, made NPC AI smarter, and MADE GAME LAG HORRIBLY AAAAAA.

Devtober 28

I have fixed the lag and finished improving AI.



This is how AI sees the environment now: Green is where it can move the character.

Besides that, I've fixed another batch of bugs, improved loot tables again, and made the Eastern Trilith area more enjoyable - during testing I've found out that there are a bit too many traps and that enemies are too difficult, so I've corrected that.

Devtober 30



I've launched an update on this day.

The following days were emotionally difficult for me. After spending so much time working on the Eastern Trilith area, I have realized that Light of the Locked World as planned will take a lot of years to finish.

So I was in a very bad mood. But after doing a lot of resting and thinking, I've got a solution to reduce the development time.

I'm going to write about that and the improved development plan in the next entry.

So thanks for reading, and until then!

Read more

1 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement