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Frantic Dungeon Update 2

Posted by
October 19th, 2011 1:58 pm

I’ve made some steady progress since the last post a little over a week ago, but I still feel as though I am a little behind where I should be if I want to get this out by the end of October. Pretty much all the systems are functional and I’m spending most of my time additional enemies and random features to increase replayability.

Stuff Added

  • Leveling Up
  • Bosses every 10 levels
  • Time Remaining Progress bar
  • Labyrinth Levels (Floors 10 – 20)
  • Several new enemies

Stuff to work on

  • Adding more enemies
  • Adding more bosses
  • Come up with a level type for Floors 20-30 and 30-40
  • Adding cool stuff for the player to randomly encounter
  • Audio

Here a couple screen shots:

FranticDungeon_01

FranticDungeon_02

FranticDungeon_03

The UI is a little busy right now (There are 3 progress bars), but I’m having a hard time coming up with a layout that I like. I’ll probably end up sticking with something similar to what it is now.

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2 Responses to “Frantic Dungeon Update 2”

  1. mocker says:

    I think the main problem with your ui isn’t that there are 3 bars but that they are in 3 different spots on the screen. It’s pretty common to have multiple health/mana/energy etc bars but they are grouped together so a player can see the vital information with one glance and go back to the main play area. Moving exp to the bottom or under the player stats might work a lot better.

    The bars can also be different shapes then just straight bars – http://media-curse.cursecdn.com/attachments/3/14/3a7e39cabb7a40eb5e46fb8b35e412a8.jpg is a nice type of display.

    • JoeDev_net says:

      Very true. I’ll probably move the yellow and exp bars under the stats as that will make the most sense.

      The problem is that the yellow bar represents your attack cool down and it would be preferable if it were something that is visible in the players peripheral.Now that I’m thinking about it, I could make the mouse pointer (the sword) slightly transparent when you cannot attack and transition to being solid as the cool down bar fills up. That would give the player some nice visual feedback and would eliminate the need to ever focus on the cool down bar.

      The large bottom bar will probably stay there as it is a timer and something the player should always be somewhat focused on. If the other two bars are compacted in the corner, the ui probably won’t look so odd and the bottom bar might look a little more natural. I’ll just have to do it and see.

      Thanks for the tips, I’m not particularly great at ui design, so it is nice to have someone offer some insight.

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