On-Board Planning, UI designs
End of week 4, baby! Presenting our prototypes in class today went fairly well, things are forming nicely, and it's amazing to see that we have communication between applications. Lacking in much level design, I began planning on-boarding and teaching the player how to play. Does this game require a tutorial? Could it be implemented smoothly into gameplay? Drawing up a few UI examples in photoshop, it needs to have a militaristic feel. Lot's of metal and buttons. I noticed that the programmers didn't do a dev blog last week, I'll message them to see how they're doing on that.
Programming:
Today was worked on by thinking what really needs to be in the first playable. Fog of War? Not really. The basics that make up the game is the movement of ships and attacking of ships using action points plus the networking with the clients talking to each other. We worked on getting the startup of the game implemented plus the camera movement with the ship movement. Things we need to get done are movement of the ships using a base class for the different types and the communications with the server. Then the game will be playable from start to finish!
Salt Water Supremacy
Dominate the seas.
Status | In development |
Author | Bobby Villeneuve |
Genre | Strategy |
More posts
- Alpha built and Playtesting PlanJun 01, 2019
- Progress On art and preparing for AlphaMay 24, 2019
- Beginning art and alphaMay 17, 2019
- Art Bible, detailed UI design & Predicted StrategiesMay 14, 2019
- First Draft Of GDD completeApr 26, 2019
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