the new enemy looks like a food slenderman.
A new friend? I need to see this for myself, also rip 100% speed ;~;
I’d kinda prefer a cap of half the base speed instead of 95% cap but that is not my decision
I don’t know why people would freak out about the new enemy, she looks pretty friendly to me
I might change the cap later. I wanna see how this one pans out for now.
Additionally part of the reason for these changes to the Speed stat is I wanted to increase how much investment you needed to hit the cap. From this wolfram alpha query, you can see the old formula (.95^x) capped out at 100% at ~110 Speed and the new formula (.99^x) caps out at 95% at ~300 Speed. If the cap was 50%, it would be reached at about ~70 Speed. To retain the same required investment, the formula would need to be something like .9975^x. That corresponds to only a .25% reduction per level, which I don’t think feels great. So its all about drawing out the time to reach the cap while balancing it against making individual Speed levels ups feel good.
And maybe I’m wrong and a .25% reduction per level feels fine. It remains to be seen. I’m still tweaking the formula and listening for feedback
A 0.25 reduction per level is a bit overwhelming, I think what would be a bit better would be like diminishing returns at around 85%-95% speed this way the speed is still obtainable just alot more effort to put in so implementing a more basic system until a certain % of speed and then the diminishing returns hit? It’d be easier to test certain formulas if there was a form of testing game this way so much time isn’t spent on it
TBH I’m not sure what advantage that affords over .99^x. I like the formula because the diminishing returns ramp up gradually and also a mathematical formula is easier to program
Fair enough lol ig an equation is better for convenience sake
One thing I’m wondering if it’s intentional or not, level 17-24, which includes all of the new levels, all have the exact same time bonus requirements. Most of why I’m wondering is that getting the bonuses on the new levels feels significantly harder than it has been for previously levels.
I don’t think it’s intentional. The time bonuses for 19-24 are the same as 18(bonus round for previous set).
Level 17 is that bonus level. I included it.
Looked back at it, 17 is should not be included, I miss-read. 17 is the beefcake dragon, should be 18-24
I figured since the time formula is being changed and tweaked right now, finding clear times for the new levels isn’t necessary, since all the levels are going to have to be re-timed anyway once I settle on a final formulae
so I’m guessing the next update is spellblade weight levels. i don’t know if I’m wright but i probably am.
It’s either new spellblade weight levels, or the battle UI overhaul. I haven’t decided which one yet
ok. ill be glad whichever it is.
You can also read the post here!
I want to start replacing the placeholder UI assets in the battle mode with something more final. M y plan is to produce mockups, take feedback, and refine those mockups. When I’m satisfied with it, I’ll implement it into the main game. This update will just be UI, I will be doing animations in a later update
This is the first mockup! Mostly I wanted to focus on streamlining it by removing all the extra detail and information. I also think it would be cool to have backgrounds for when you’re in the level (but I’m not gonna make a different background for each level, I’ll probably have a selection of 3-5 BGs that I’ll recycle). I haven’t yet checked the colors for colorblindness accessibility, but I’ll be doing that as I refine the color scheme (kinda worried about those yellows!)
Here’s some things I’m thinking about:
- How much more information can we remove from the UI while retaining the player’s ability to make informed decisions?
- How can we make the game easier to understand for beginners, so we don’t overload them with information?
- How can we communicate more information subtly with shapes and colors, than with attention-demanding text?
What you guys think about it? What would you like to see in the game’s UI?
Looks good, even though it’s a mockup.
yea no not very real…
well what did you expect, it’s april fools day.
I think the only two parts of the mock up I have an issue with is the capacity meter not being fully listed, as that does tell you when to wait or where to use the character rather than turning it into a “pray for it not KOing” them when you do use them. The other is the time limit on the character’s move (the 12 on the sword attack for the Thief) as I don’t know how much time it actually means, is it five seconds away from being normal or is it one second before normalcy so maybe that can be tweaked a slight bit. Other wise everything else looks nice and detailed enough to give some atmosphere you are in a dungeon,
If yellow is a bit too much then maybe decide on some certain things being yellow (like the banana) while making others (the only other "optional yellow here is the magic attack stat) something else (in final Final Fantasy the spell Thunder or majority of offensive magic is usually under the Black Magic menu, so maybe make it with a black background considering I don’t see anything others with that). I could be wrong and it still works fine regardless, though hopefully it gives the idea of other colors then.
Also if this is somehow a April Fool’s joke, well done as it is really believable.
Don’t know if this is an April fools joke or not, but if it isn’t, I think it looks pretty good. Main thing I don’t like are not being able to see exact numbers for the capacity bar and the font choice.