Showing posts with label selection screen. Show all posts
Showing posts with label selection screen. Show all posts

Thursday, 31 March 2022

Players Can Interface With The Interface Part Deux

 March comes to an end ... with me starting a blog in the same manner as February, whinging about the weather ...

I had hoped to bravely remove the winter duvet but I got snowed and hailed on earlier and the wind is coming directly from the Artic. The winter duvet is staying in place.

Behold Stats!

What Does What

Other things which can be construed as mildly irritating is the amount of time I have spent making the Game User Interface, actually useable to the game user ...

As ever, whatever part of indiedev appears somewhat straight forwards suddenly become incredibly convoluted and the gamepad useable menu system has been just this. This included making a brand new input system for button selection that uses both vertical and horizontal selection, including uneven rows and columns.

Blast Monsters

 The statistics were not such a problem as setting out the tutorial in a way that the player could easily digest. Highlighting individual HUD elements seemed the best way of doing this and giving a brief explanation of what the player was seeing in game with any key/button related actions to that element, based on the player's currently selected input type. Now there are some stock engine ways of doing this but instead I wrote my own so all button selection goes through a custom input script.

Win Loot

 This useful and problematic in it's own manner, especially with the input system losing focus if you tabbed out or opened the console, but did give immediate response for sudden changes of input. I wrote my own custom key/input remapping system.

 

Get Swag!

So after a monumental kerfufle, the userable user interface is finally useable by people who are not me and do not know what everything does or means.

Next up is actually getting a build uploaded to Steam.


Monday, 28 February 2022

Players Can Interface With The Interface

February comes to an end. February, a month when the weather is so bad that it was shortened, so it would end quicker. The fence blew down, I got soaking wet and snowed on.

Anyhoo, that is enough of Johnny Britisher's favourite past-time of whinging about the weather.

Whilst the actual gameplay of the game has been working fine for years - the actual getting to and from said gameplay has been a bit of an unreadable mess. It has long been a spaghetti of various and conflicting buttons for starting a new game and hidden console commands for loading saved data.

 First screen when starting a game gives the player the opportunity to load a saved game - if there is one. This gives basic information about the saved file such as the player's previously chosen character, level progress and difficulty. It also displays the character portrait and the portrait of the level boss. If either of these cannot be found it defaults to showing the "unknown" portrait, which is a tentacle who's shape resembles a question mark.

  Starting a new game allows the player to first chose difficulty - which still requires some artwork for the settings - and then moves to the character selection screen. In the stock game there will eventually be a choice of 8 cosplays to dress you catgirl up in, each with their own stats and ability displayed. At initial release there will be 4.


This is "Sunrise", she likes walks on the beach, drinking cocktails and large calibre handguns. She is a range-based class with medium maneuverability, low strength (for pushing monsters out the way) and her evasion is a simple speed boost. Bonus points if you can name the movie this character references.

This is "Southern Hospitality" - because I don't want suing by some US drinks corporation. She likes riding through mud, drinking bourbon and blasting gators with a sawn-off. She is slower rate of fire but high damage, mixed range class, with medium maneuverability, medium strength for shoving, and an evasion which allows her to both vanish and run through monsters to escape.

And here is what it all looks like in action on video:


So, that was the shortened and rather soggy month of February 2022, were I made the interfaces for getting the game to actual work to be player friendly. There's still a few things to finish off like extending this to settings and adding statistics button to the Main Menu screen, but things are at least working quite nicely now.

Saturday, 31 July 2021

Selection Screen: Aircraft and Insignia

 What's a plane game without a pre-mission briefing and selection screen? Lacking that's what. So here it is.

Choose Your Fighter! Literally in this case ...

Here is where you get to choose stuff for the forthcoming mission. The overview screen is where the menu is, as well as a reminder of the mission objectives and the important specifications of the currently chosen aircraft, which boils down to maximum level speed, stall speed, and at what speed the ailerons completely lock-up and you wish you weren't in a 90 degree vertical dive whilst holding down the turbo button.

The aircraft selection screen details all pertinent statistics of the aircraft, displayed as a percentage bar based on the min-max of all other aircraft; 

(range max - range min) * (value - min value) / (max value - min value) + range min = percentage

All except, that is, for Lock Start which is based on percentage of Max Speed, and Lock End which is based on Max Speed * 2.

The Fastest Paint Job Changes In The West

The Insignia screen is where the player can choose their aircraft skin. I was going to call it Paint Job but insignia seemed more fitting. In fact I had a good trawl through the thesaurus for flag, badge and logo before deciding on insignia.

Any skin which can be carried over to other aircraft will be added to newly selected aircraft back in the Aircraft Selection Screen, or default to Dazzle Camo if not.

I am splitting aircraft up into distinct roles (fighter, interceptor, striker/bomber) which have differing effects for lock-up, turbo (WEP; War Emergency Power), stall turns, etc, and am naming these after cavalry units.

So, still to do for the pre-mission screen;

  • Create a Briefing overview where the player can select which aircraft they want to conduct the mission as. Different wings of aircraft will have different roles as mentioned above. Really hate escorting strike aircraft to attack a target? No problem, fly the strike aircraft and have the Ai do the escort mission. This style of play also lends itself rather well to online multiplayer co-op mode.
  • Create a Payload Selection screen that allows aircraft that have external hardpoints to fit bombs and rockets. Also need to create a system for the use of bombs and rockets, as we only have primary and secondary guns coded at the moment.
  • Integrate all of the player choices into the actual mission when it starts.

And here is the whole thing as it currently stands in video. There are three aircraft and about ten skins each.


And that was the month that was. It started with me in shorts getting sunburnt and has ended with me soaked to the skin and wearing a jumper. Classic British summer.