Progress Report: UI Overhaul
Up till now, the game mostly used the default Godot UI. To test the waters, I had already made some changes to the UI in the overview, combat, and dungeon. Last week was spent overhauling the remainder of the UI for the game. Ensuring every single panel in the game followed the new style - and adding some UX improvements along the way - took the entire week. But enough talking, here are the results:
Overview:
Combat:
Enemy Info:
Guild:
Overworld:
Conclusion:
Menu:
Glossary:
Clicking Buttons
One thing that isn't visible in the screenshots above, is the way buttons and other clickable things are handled. Until now buttons changed color when hovered, indicating that you could click them, but only sometimes. Other things can be hovered for more information, or dragged around, but you wouldn't know about it.
So first off, I gave all the buttons a clicking sound, so you know that something has actually been clicked. More important buttons have a deeper, gong-like, sound. The buttons you have to hold to remove something important get a shredder sound instead. Together with improved button press visuals, this really does wonders.
Secondly, I changed the way the cursor looks when hovering over buttons. Instead of the usual arrow, it now changes when hovering something that can be clicked. If it can't be clicked, but still offers a tooltip, the arrow becomes a question mark. And if it can be dragged, it becomes a dragging icon. This serves as an additional tutorial, fewer people should now wonder how to get people into buildings or an adventuring team. And maybe some people will figure out that you can press equipment in the overview to directly go to the equipment panel.
Finally, I also changed the way the cursor looks, because I can and it looks neat. Unfortunately screenshots don't include the cursor, so I can't really show it off. Screenshots also don't include the button sounds, so this section is text only.
Changelog:
Major:
- Full UI overhaul.
- New menu music.
Minor:
- An extra hairstyle.
- Basestats are now clamped between 4 and 20, player saves between 0 and 95.
- Allow searching in the guild equipment, thanks Haraberu.
- New scripts for modders, thanks AFKgjiAE.
- A new preset, Ena.
- Pet and Cow uncurse goals now use their jobs instead of desires.
- Ponygirls now also give a minimum amount of points to new adventurers (1/5th of max).
Bugfixes:
- The mod importer was extremely slow.
- Skipping days could crash the game in surprising and interesting ways, it has been reworked to be much more stable.
- Party order could sometimes get shuffled.
- Missing boobs in a bunch of grapples.
- A significant amount of data issues for equipment, either in requirements or loot tabling.
- Improved skin highlight (i.e., nipples) for darker skintones.
- (Re)added a size0 boob size.
- Skimpy Swimsuit always gave a 1x multiplier.
- Yokes could cause arms to disappear.
- Specific combinations of horse gear could cause crashes and slowdowns.
- Drink from the Tap healed the cow instead of user.
- Force class on equipment wasn't working.
- Fixed condomsuits.
- Kneeling puppet wouldn't adequately clear expressions, so latex puppers would still have irises.
- Mimics could equip unlimited gear, which would be cursed but look uncursed.
- AT scripts wouldn't process WHEN scripts, e.g. staff of corruption's libido increase was broken.
- AT scripts would duplicate if multiple were used at the same time.
- Fixed some save shenanigans that allowed transferring items between saves.
- Change_z_layer only worked with gear, not with anything else.
- A certain quest would randomly add girls to your roster.
- Cost to max out wasn't updated with the training cost rebalance.
- You could have two opposing forced tokens and forced tokens didn't clear opposing non-forced tokens.
- Dungeon panels wouldn't cause the game to pause.
If you want early access to these changes (and a debug console), support me here:
Ero Dungeons [Old Version]
Darkest Dungeon but Lewd
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