Weekly Updates #62 - Sunglasses At Night

Published September 21, 2019
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Hey hello there! Welcome to this week's Weekly Updates! So last week was a lot busier than these last two weeks. I fixed several bugs, changed some GUI elements and also added a new piece of equipment. So without further ado let's get this thing start, shall we?

GUI Updates

First, I will show the new GUI. Basically, after much thought, I decided that the windows were not enough "Windows 95" to my taste. So I did some small research to correct everything.

Colours Upgrades

First, I corrected the colours of the graphic elements. For example, tabs were previously just white. Now the difference in lightness is much more subtle.

image.png.d63432915a3e317b107a0b74574a3773.png

Fieldsets

Besides that, I also decided to add groups of elements (For those who know, think HTML <fieldset>). I noticed that many Windows 95 windows used this kind of separation.

Résultats de recherche d'images pour « windows 95 »

So I had to tinker with the same kind of element in Unity. See the result:

image.png.3435fff1f1f6208161da35d500c31445.png

I put fieldset one can everywhere through the various GUI of the game. With that, I really have the impression that it is very 90s.

Read-only Grooved Fields

Finally, I also added read-only graphical elements. This once again reinforces the Windows 95 theme.

image.thumb.png.03a624b52f6c2d5ca6a14383852fe282.png

I also continued refactoring the colour management code of the GUI. In short, I think the GUI needed it!

New Headwear

secondly, following the brainstorming session last week, I managed to add a new piece of equipment: the party glasses.

Party Glasses

image.png.48e1bc373827f454c8a2ba5ef7018d04.png

Focus: Future Funk

Whoah! What a beautiful pair of funky glasses! With those, you can surely party all night long!

Stats

  • DEF -2
  • AGL +1

Description

This is a pair of festive glasses. These use plastic shutters to filter some of the light out. It's really 80s looking too!

With these glasses, the screen gets dimer by 25%. Also, with the right focus, a bonus of agility (+3) is acquired.

Minor Updates

  • Fixed a bug with the analog blur not showing up anymore
  • Changed the appearance of the ice. 
    • now it much more ice-like.
      image.thumb.png.a579ace7bfa322d7c724207998f12537.png
  • Fixed a bug that broke billboarding elements
  • Fixed a bug where some mall windows wouldn't show up
  • Fixed some wrongly coloured textures
  • Added a new window groove texture.
    • This replaces the typical button groove on some elements
  • Added multiple new capacities related to the type of attacks
  • Fixed a bug where the frosted frame that appears when the player gets the frozen status was no longer displayed.
  • Refactor the frosted frame of the frozen status so that it uses instead a tri-colour map. 
    • This effectively means that it now follows the level's colour pallette
      image.thumb.png.1fa9e29ec54bb2b33b10c9ccf0405ea3.png
  • Added several colour features that limit tint changes.
    • For example, instead of getting a full black while darkening we get a brighter black, which is technically grey.
      • This is especially useful with hard-light blending.
  • Changed weapons viewport positions.
    • Now they're less in the way
      image.thumb.png.9be6bebdc1f5ef58f1b4e6da3f502127.png

Next Week

So what is planned next week is quite simple. I want to dive right into enemies. It's been neglected far enough and I think it's time to fix that. 

Everything else comes second. It's that straight forward. 

So that's about it!

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