Walk animations, day/night cycle, and UI plans
It's been a while. Devlog time again.
Work continues on the game, but at a slightly slower pace. Most of the things that need to be done right now are the things I have been putting off because they are difficult. The kind of things where you need to sit down with a pen and some paper and sketch out exactly how it's going to work. MyPaint is a good piece of software that has an infinite canvas for sketching things I highly recommend. Anyway some of the things I have gotten done:
I added simple walk animations to the NPCs. I tried a few different animations for walking, but I found the simplest one is the one that fit best. Anything to complicated and the sprite bounced around too much. The sprites are only 16x16 so any pixel of movement is drastic. The answer maybe to double the sprite size in pixels and then use Godot to scale them down. That way I can have twice the detail but keep the same size.
The NPCs also have a direction their sprite can face now. Because of how the NPCs sprite and collision body are setup, getting the direction of the vision cone vs where the body is facing was breaking my brain. I basically just had to tell if the body was facing left, or right and flip the sprite accordingly. These additions make the NPCs seem smarter than they actually are, which is cool. I still need to look into how to use behavior trees if I want the NPCs to do anything more complicated. Right now they just walk from A to B and avoid each other if they get to close.
I reworked the day/night cycle so it works when you are disembarked with the alien. I had to create another mask for the alien and have its transparency change based on the time of day. That way whichever player character is being controlled, it has a spotlight on the character if its night. I want to look into using a shader to control the day/night cycle. I bet it would look better than just a black texture that fades in when its night.
I think the next thing I'm going to be working on is the UI. I think the biggest thing the game is missing is a tutorial. I have thought about making a tutorial area where it forces you to complete some tasks to move on, so you know how to play. I think a better approach is to teach the player as they go. Like the first time you see a NPC some tutorial text pops up and explains how to abduct and scan, and the heat mechanic. The tutorial text would pop up on the console bar and a sound queue would play.
One idea I had was having the Mothership have a voice. It would be its own character and would explain things to the player as they go. It could have a cool robot voice. Making a cool robot voice is fun and doable, but it's a ton of work to create each line of dialogue and then setup when each of them plays. Its one of those things I need to map out before implementing and if the game is still changing, its impossible to do at the moment. Once I have text pop ups and can just have the voice narrate them, and maybe some funny lines to give the game some more story.
I've never really had a problem with motivation to work on the game. The motivation came from how cool it would be once its working, but when getting something working takes months, it's tough. I just got to make smaller goals, and take it step by step. Who knew making games is hard.
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High Strangeness
Isometric UFO Sim
Status | Released |
Author | JHyde |
Genre | Simulation |
Tags | 2D, Atmospheric, Godot, Isometric, Open World, Pixel Art, Sci-fi, supernatural, ufo |
Languages | English |
More posts
- Pathfinding, Inventory, and More MechanicsMar 30, 2022
- Grey Aliens, Animations, and RobberyMar 15, 2022
- Airplanes, Special Character, and Story?Feb 27, 2022
- Mouse click movement, Helicopters, and GhostsFeb 16, 2022
- Crop Circles, Bigger Houses, More StrangenessFeb 07, 2022
- Randomized Faces and Brain ProbingJan 28, 2022
- "High Strangeness" More UIJan 18, 2022
- High StrangenessJan 03, 2022
Comments
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Hi ! Something about thi GUI : add tooltips for everthing. IE, the big arrows with the sneak in between, bottom right, tooltip could say "lift", "sneak", "drop".
I’m not fond of voice and robot style. Could be simply "blibabjzz" noises so it’s international and way easier to fit with any text, keeping a comic aspect.
I usually find tutorial quite useless, and often over done, for many games that don’t actually need them. A simple page with some explanations would be enough. Less time consuming to work on, more time to actual gameplay.
What i’d like to see first beside accessibility options (key rebinding etc) is more precision en everything : target, flying, shadow to spot and be spotted, interaction etc. All feels a bit clunky.
Hey thanks for all the good feedback! I'm going to have to give you a credit on the game!
Tooltips for the buttons is another idea that seems so obvious. I need to try to implement that immediately. I think I had thought about that in the past but forgot, This is why people make a proper design doc I suppose.
Making the robot voice speak gibberish makes a lot of sense too. I had actually made a voice kinda like the voices in Undertale for another game I tried making. It could be fun to come up with some unique sounding robot gibberish. I think it could give the game way more character. Plus if I give the game language options it still fits, that's something I hadn't thought about.
I agree I need to tighten up just about everything. I just started implementing things to get them working, then didn't polish them once they halfway worked. So its just a matter of fine tuning. I think when you are being detected I will also show a red bar around the screen as a visual clue along with the sound. That's got me thinking about game design things I could change about the whole getting detected thing, Thanks again for the feedback, it actually gives me some more ideas and motivates me to keep working!
What about giving the more abilities as the player brings item to the mothership ? Could be repeatable. An antenna to remove a alert level. A Radar to increase zoom level when flying up. A battery to have more energy. A paint brush to select a new color for the ship, for fun. A butterfly net to capture faster. An umbrella to increase sneak time...
Having the items give upgrades to the ship was in the original idea. I decided I needed to get a playable version out, so a lot of stuff got cut. Now that a playable version is out there and I still want to make something bigger I should revisit old ideas and new ones to make the game more fun, because the game definitely needs more to it.
I guess my thinking now is to have item slots on your saucer as well as the mothership. So you will have items that repair the mothership and items that get attached to your saucer and give a permanent upgrade. The battery increasing the max power is a good idea, and an item to slow the amount of heat you get when spotted. There is so much potential for cool items I need to decide what adds the most fun, and go from there. A bucket of paint as an item to change the color of the saucer needs to be added, Nice idea.
I copy pasted all these ideas to a big text file I have for future consideration, but for this week anyway I am just trying to tighten everything up, so the game is in a solid place before I start adding things. Thanks for the continued feedback!