Week 11 - UI


Where the game sits:

Since last devlog, not a lot has been added to this game, with most of this week’s effort going into the new bullets and the creation of the title scene. The game consists of two playable levels, with enemies that fire at the player causing damage, but the player now can shoot back, killing enemies after enough damage is done.

 

What’s new:

This update brings a title screen to Escape from GeoLabs, which the player sees when they first open the game. This title screen has a custom image as the backdrop with the player and an enemy. As well as this, the title screen contains a play button, which takes the player to the start of the first level and a ‘levels’ button, which opens another scene containing buttons that directs the player to each level. The title also contains a “quit” button.

Another addition to the game this week was player shooting. The player has the ability to shoot 3 different types of bullets, green triangles, pink squares, and red circles. These bullets are based on the buttons on a PlayStation controller, which is used to fire these bullets (as things currently stand, square shoots circles and vice versa, which needs to be fixed). On top of this, the bullet interactions with the enemies have been created, with the green, pink and red guards dying to their respective coloured bullet. As it stands, guards need to be shot 5 times with their respective bullet before they die.

Upon feedback from last week, the size of the UI hearts have been increased.

 

Visualisation:

New title screen:

 

Player shooting:


Feedback and testing:

A few users tested the game after the recent update. The main piece of feedback from players is that the game would benefit from the player having a cooldown after shooting each bullet. As it stands, there is no cooldown, allowing the player to shoot as much as they like. This is something that I will be very likely to add in future updates, as it would force the player to be more considerate of how they use their weapons, encouraging more precise decision making from the player.

 

 

Future updates:

Hit animations for the player and the enemies are still in the works, which will hopefully be implemented in the next update. The rest of the levels will hopefully be implemented soon, as well as a pause menu.

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