Version 0.0.033 - Add to Collection, Target UI cleanup


Add to Collection

Now you can add this game to your Itch.io Collection right from the title screen. A new button and will take you straight to your collection page. Don't have an itch.io account? It will ask you to sign up first.

Title Screen has a button with the itch.io logo and a caption "Add to Collection" next to it.

This is the first button with rounded edges. I can use CSS on the HTML buttons so that's no problem. The in-app buttons (like Start and Load) are custom built, so they're a bit lower in priority.

Targeting Revamp

Actions are invalid if there are no valid targets

If Nahla has no nearby enemies to use her Water Cannon against, there's no reason to pick the action. Now it is disabled by default.

A popup with the caption "No targets in range" appears when Nahla considers using the Water Cannnon far away from enemies.

Healing Touch is also disabled, because everyone's at full health.

A popup with the caption titled "No one needs healing" appears when Nahla considers healing but everyone is at full health.

There's a bug that formed while testing this but I don't have a power that can trigger it right now :)

Targeting Window moved around

"Click on the Target" looked like a button and the cancel button was far from the action. Players often fumbled trying to cancel their actions or click on invalid targets without feedback.

So first step: Make the "Click on the Target" message not imply it can be clicked.

Nahla needs to select who to use her attack against. A message next to the Water Cannon action reads "Select a target.

Nahla clicks on an empty location (coordinates are 4, 2) that is out of range. The message reads "(4, 2) is out of range"

If you click out of range, the message it updates to tell you where you clicked.

The message reads "Locust Demon is out of range" because Nahla aimed at the Locust Demon that is too far away.

And here the Locust Demon all the way on the right is out of range, so the message updates here.

What's Next?

I'm cutting this release early because there is a lot of behind the scenes refactoring that needs to happen. The main game loop has gotten confusing enough I need to restructure it to make it more manageable. That's going to make a lot of bugs I'll need to then fix.

I might take a break in the middle to make acting and targeting sprites more obvious - probably have them glow so it's easier to know who you're controlling and who is targeted.

If I somehow manage to do all of this and rewrite the game loop, I'll start working on Free Range Movement.

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