Monday, December 12, 2016

Dev Blog- Sea Trading Game. Better Good Selection, improved dialogs, starting to use graphics

Despite taking the weekend off to do Ludum Dare, I actually managed to do more this week than I thought I was going to. I fixed a number of bugs, and started to work on the dialog selection. I also started to give at least a primitive look to a number of my dialogs, as you'll see below.

I started to improve my Missions dialog. I've long had in mind that I wanted the missions to look like they were written on paper, posted on a notice board. I'm still not quite there, but you can get a feel for it below.



Buying goods was dramatically changed. I'll let the image speak for itself, see below. I'm not quite happy with it, but it's a good preview of what will come, I believe.


I fixed the dialogs, they are now pretty playable. I haven't found any show stopper bugs in the game anywhere, so overall I'm happy!

For this week, I'm likely going to solve a problem that I have in a number of places, and that is my grid views are less than perfect. I'm going to write a tool to dramatically improve those grid views, and I might even sell it as an asset in the Unity Asset Store... I'm also going to work on making the game feel more like a game. Right now it feels like a sandbox, but not a game. You can't lose, and while there is a score, it doesn't really mean anything. I'm going to add the capacity to starve to death, lose animals, etc. I still won't put in completely random events yet, but...

Also, stay tuned, I'm going to release a post-mordem from my Ludum Dare project, should be good!

If you haven't yet, feel free to like me on Facebook, join my Google Group, subscribe to my Sub Reddit, or follow me on Twitter, where you are likely to get frequent updates!

No comments:

Post a Comment