Devlog 1 : UI overall


In this devlog, I’ll go over the last features for the prototype of “Pirates of the Memory Crystal”, my Simon-jankenpon-rpg hybrid.


Hey gang!

Here’s everything I’ve been working on since last post about “Pirates of the Memory Crystal”, my Simon-jankenpon-rpg hybrid game!

Upgraded UI

I’ve finished making the final version of the UI. The pause menu is done (except for character art, obviously) and it’s a nice throwback to FF7 ;)

As I needed to change quite a few things because of bug fixes, I’ve reimplemented the camera movement with Cinemachine and it’s so much smoother! Love it!

Animated text

Man, just animating text makes everything more polished, no? So simple, and so satisfying :) With sound it’s even better.

Save

The biggest part of the work I did these last two weeks was on the story data structure and how the systems loads your saved state. I’ve come up with something I’m quite proud of, and that’s relatively easy to use (I might write about it if anyone’s interested).

For the visual part, I’ve done a quick model for the save point, that might become the definitive one :

You need to run on these things to save and restore your life between fights (the square will have a sprite on it, but I’m not sure of what… a floppy disk or something - what do you think?)

Enemy “AI”

Some enemies will patrol around the map. They go on rounds, and when they see you, will run towards you to launch a fight.

For this part, I reused the code for the enemies in my previous game https://lesam.itch.io/tremors-escape-from-el-blanco with a simple vision cone to make it less stupid.


That’s it! Thanks for reading

Up next, I need to work on the secret minigame and then all code will be finished!

After that, onto the meat of the game : graphics & story!

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