Monday, December 3, 2012

Last week of this semester update

So the past couple of weeks have been relatively light in terms of workload.  The team discussed some potential changes to our level progression but we decided to postpone the work until next semester and specifically, after all the presentations.  After all, we didn't want to show off a potentially broken build.  Most of my work focused mainly on more work with the main menu.   The trap store in particular has been redesigned once again.  Previously, we planned for a character system and the players chose the character they want in addition to a list of purchaseable traps associated with the character.  However, we've decided to throw away the character system and so, the screen space is solely used by the trap store.  The major change is instead of a button for each trap which encompasses the trap name, the trap icon, the trap cost, the trap description, we simply have a button which shows the icon, the name, and the amount the user has of a particular type of trap.  A space is allocated on the left hand side which will show the trap cost, the trap description, and an in game image of the trap when the user hovers over the trap button.  This helped make the ui feel less cluttered since the screen is no longer filled with paragraphs of text constantly.

The next thing I also put in was a simple hint system that cycles during the loading screen to help out players.
I made a string table in Unity's editor so Troy and I can manually update the text fields without the need of going into code to change everything.  The file is saved out into a xml and loaded back in on startup.

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