Tuesday 1 November 2016

UI Implementation P1 - Character Customisation

After 3 days of battling with Visual studio because it refused to install and then when it actually installed it had a bunch of problems. In the end I just reformatted PC to fix it, so that was a waste of time. At least the game bakes now though which is a relief.

Anyway I decided the next thing to do is to start implementing the rest of the basic UI stuff so that I can have all the infrastructure done before I start adding more levels. After creating the rough layout for the characters base I added a separate version of the tank that removes all the game mechanics and swaps in some rotation controls so it can be spun round to view customization.

For now I have added 8 new weapon types and a UI that disappears when required. Some of the weapons are just sidegrade versions of the main weapon, triple shot for example. Others are a bit more special, mainly the Coop de Grace (shoots bouncy chickens) and the dragon swarm (bullets home in on mouse location). All of the weapons are designed to be around the same level of power because I don't want to force players to use X weapon because its better.

The next stage of this is to add the accessory customization and special weapon customization. Then I will polish up the environment to make the basic version of this level complete. Also I have made it so customization save between all levels so when you start the game you have the last weapon you selected on the main menu tank.











2 comments:

  1. Mate you are a machine. Fairly amazed that not only are the 8 different weapons but they all change the model of the character as well. Amazing stuff keep up the good work! Only sort of criticism i have is i think the "shader" effect is maybe abit much in the menu screen, its very overpowering and possibly detracting a little bit from the character itself which is a travesty because its beautifully designed!

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    1. Thanks Jack :) Yeah I agree with the shader, it works based off ambient occlusion and I think because it's indoors its amplified the amount of it in the scene so ill reduce its power and size for the next build.

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