8/16/2023 0 Comments Future fragments v016 downloadEven in different content types, you can still keep a consistent navigational method. Each menu navigates differently than the main menu, as well as different from each other. Think of what manner of motion/navigation the player uses from the main menu -> the rest of them + how the submenus compare to each other. The other thing to consider is not just how it branches out visually, but how the flow works. I know you must like the diamond thing, but from my own experience, I was in a small game project where I literally had to move a menu button from an area where it made the most sense aesthetically (visual unity/quality) to where it was actually more *usable*. Now from the aspect of using a controller, that setup makes a bit more sense since it's natural for the thumbstick. If you have them in a plus position, you have the bonus of the player being able to navigate using the WASD keys in a kind of straightforward manner - but honestly a list is pretty preferable in the sense that the content will be "read" faster as well as the fact the the selection travels down a single axis (think of it in the sense of why radial weapon selection menus aren't super popular in PC games). The icons are placed so that they are diagonal relative to each other, meaning you will need two arrow presses to get from one that's furthest from the other. Speaking as a graphic designer who also does UI/UX, you might want to reconsider the main menu central area since the game is mostly keyboard driven. (As an extra note too, if you wanted to check out the other two games of mine (especially if you're a yuri or a futa fan, respectively, since we're not doing either of those in this game), they're at and. The new demo, v016, will be out January 30th, and will have the Ice Boss in it, along with a number of improvements :) As with everything, it'll be audio balanced in-game so it's not really loud or annoying or anything like that.Īmbient Ice Level Effects - These will be chopped up and played in small bits randomly around the level, especially when there's nothing else around.Īnd as usual, thanks so much for your support we're aiming to give you nothing less than the best game we can do! Ice Level Lift - This will play, similar to the above, when Talia gets close enough to one of the vertically or horizontally moving platforms for the Ice Level. Here's the first three sound effects that our new SFX artist has gotten for us!įire Ambience - This will start off quiet when Talia is far away from a fire prop (on the ground or on the walls), but as she gets closer, it'll get louder. I think the image is pretty self-explanatory, but if any of you have any questions, feel free to ask, of course. Once they've made a selection, the first graphic will transform into one of the menus up here, and then you'll be able to select stuff within it. When the player picks to bring up the in-game menu, a graphic similar to the one above (which is also the icon of the game, btw) will come up, and they can make one of four selections. The menu for the game is in a mockup up above, or you can go to to check it out in full. 30th demo, you'll be able to just pick the demo up from the Activity Feed instead of waiting for me to send it to you! We've now started Instant Charge this means you'll be charged instantly of course, but coming next month/with the Jan. Rtil is actually moving to a new place, so thier CG work is going to be on hold for a bit, but they should be finished with the first CG shortly after getting all moved in later this month.įuyarinpa has started on FF tracks, namely for the Ice Level and the Ice Boss both, now that we've got a completed music document for him!. I've found a SFX person (you can see examples below!) and I've been getting work from them for the game, as well as doing diagrams like the above and hashing out musical stuff with the team, etc. Triangulate has been working on the menu up above, as well as the final pieces of art for the Ice Boss battle, etc. FrougeDev has started work on the boss fight over the past few days, as well as doing a few odds and ends (they've implemented resolution changes and full screen back into the game, as well as shader/vsync toggles for those who were having crashes with those features).
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