UI Breakdown and Progress Update
(Note: The gameplay image above uses placeholders instead of scenery, gameplay will get prettier, honest!)
I’m long overdue going into some detail about the game itself, so with out further ado, here’s a breakdown of Lunacy’s core UI and Controls:
- XP: Tracks your experience points, fills up into a half moon shape.
- Rage: Tracks how much rage you’ve acquired during the session. When it becomes full this meter starts to flash and tapping it will activate your werewolf transformation.
- Equipped Weapons: Your character’s ranged and melee weapon for this session. That question mark is just a placeholder filling in until melee weapons are implemented.
- Reserve Ammo: How much ammo you have remaining outside of your weapon.
- Loaded Ammo: How much ammo you have remaining loaded into your weapon and ready to fire.
- Health: This ones pretty self-explanatory.
- Left Joystick: Controls your character’s movement direction. Double tap changes your weapon.
- Remaining Moonlight: Tells you how much time you have left before the game session ends.
- Right Joystick: Controls your character’s shooting direction. Double tap reloads, moving ammo from reserve to loaded.
I can also report the following progress since my last post here:
- I’ve added blood splatter effects.
- Finished the Zombie models.
- Put said models into the engine and animated them.
- Built upon the zombie AI so they now have dodgable attacks, and we have some measure of control over whether they pause prior to or after throwing a punch.
- Implemented Hedjeroo’s lovely UI.
Sadly I couldn’t attend GameDevNorth last week but myself, Andy and hopefully a much prettier build of the game should be at the first GameDevMidlands later this week.
Posted on March 4, 2013, in News and tagged game assets, gaming, gaming events, indie game, iphone, Lunacy, UI, videogames, werewolf transformation, zombie models. Bookmark the permalink. Leave a comment.