007 Doors and (n)UI Beginnings

Devlog #6

You know what they say: when one door closes, it stays closed because you programmed a one-way door and now you’re stuck floating in the abyss with no way back inside. Enjoy this little compilation from before even that stage.

In all seriousness, it was more difficult than I thought to make the door work, but I did finally crack the case.

UI & Building The Demo Simulation

This is another short update, as I’ve been focusing much more on building progress the past 2 weeks than reporting on it, and I’ve made strides. Not only do I now have functional two-way doors, but I’ve made some initial progress in the UI as well. I now have a functional landing screen, pause functionality and simple menu, and a combo meter I affectionately call the JUICE BAR. See a few images below.

Lastly, I created an enemy spawner that randomly spawns enemies over a specified time period, and I’ve built out a lot of the environment for the demo Simulation using the spaceship tilemap assets I was showing off in my last blog post.

You can expect updates on sound next. I’ve been spending a large amount of time casually listening to sfx playlists and some of my favorite movie and game soundtracks, namely the Matrix, and HALO, and I’ve enlisted the help of my brother who will be creating the game sound track. Super stoked to listen to what he comes up with start putting everything together! I’ll be looking for playtesters soon, so if you haven’t signed up on my homepage yet, go fill out the form to be added to the playtest list.

Talk soon.

BUILD ON EVERY DAY
-Ethan

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