Short update again: implemented actually placing building with the new UI. I will make this look more hologram-y and intuitive in a future update. For now, I just needed to get it working again.
Today is Saturday, so it's time for lots of beer and tons of Diablo 3. I've made some art though! I wrapped up the running animation for a new enemy (codenamed 'Hunter' for now). This cute little critter runs faster than bullets and has four eyes that allow it to track anything in the dark.
I also made a background for UI elements, that I nine-slice using Kyle Pulver's NineSlice class for Flashpunk. I wanted it to look monitory-y so I changed the font color to a blueish tone that I think fits pretty well.
Have a great weekend!
Note to self: stick to this.
Last weekend, I made a game in 48 hours. It's called Bizarre Harvest Conspiracy, and it's a 2D Sidescrolling Farming Survival Simulatorâ„¢. It's inspired by Noio's Kingdom and the Game Name simulator. I am pretty happy with how far I got for the jam, but it obviously needs improvements. Lots of UI and balancing work must be done.
Today, I started reworking the Build menu. In the jam version, the user had to press B to open the menu, then use 1-9 to select items, and Backspace/Escape to go back one level, and Enter to build. It worked, but the UX was terrible and non-intuitive (see first gif).
The reworked version still has the user press B to open the menu, and then the navigation is all done with left/right/up/down (both AWSD and arrow keys). The menus are also left-aligned and expand to the right (see second gif).