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Saturday, June 26, 2021

Rogue Classes

Sigh... I thought I wasn't going to post anything today as I was not really liking the symbol for the thief. Alas, I finally came up with something I liked after experimenting with ideas such a loot bags, diamond symbols, and whatnot.

There isn't much to add, other than tomorrow I will resume working on the UI. Next week's post will be about unveiling the Psycaster classes. Do let me know if you have any questions regarding the functionality of these classes -  I really need to start working on the Encyclopedia. So much to do, so little time...

Stay safe!

[EDIT]
Outcast's description modified. Thanks for the heads-up Moorkh!

Sunday, June 20, 2021

Warrior Classes

The UI development is going well and I can already use it to preview world maps directly in the game. As I keep developing it, I decided to make a brief pause to unleash my creativity so I could have something meaningful to post here ;). Below is the current set of planned classes that will be accessible for warrior-type characters.

The specialization classes are unlocked by joining guilds associated with the base class. Characters will need to increase their rank within the guild and pass a challenge related to the specialization class they wish to unlock (side quest). The Eye of the Warrior class is an exception to this as it will require other ways of unlocking it, which I won't spoil, for now. :)


This next weekend, I plan to do the same for the rogue class. Let us see how it turns out. These simple class symbols gave me more work than expected. Thankfully, I'm now using Affinity Designer which makes my life so much easier than Inkscape ever did.

Saturday, June 12, 2021

UI Redesigning Continues

This was a fine week of vacations. I managed to finalize the UI's mockup for the character generation as well as having a blast playing Massive Darkness table game with my soulmate.

I believe that the new UI provides a cleaner way of generating characters, with a new approach to the information available when choosing classes.

 
The avatar selection is not featured as I don't really need to design it; it will be straightforward placing all avatars in the middle section where the class information is currently displayed in the image below.


I'm now going to relax for a bit; probably going to watch a movie. Stay safe!

Sunday, June 6, 2021

UI Style Redesigned For Menus

Hello everyone! Following the acquisition of the new vector graphics software: Affinity Designer, and the development of the in-game UI design, I decided to tackle the whole UI aspect of Underlair to make it easier to maintain and with a cleaner look. The new style is strongly inspired by a well-known game; try to guess which one is it. :)

Below, is the mockup of the options set menu players can configure when starting a new solo or co-op game.

The options present in the screen above are not 100% established and will be modified. Still, they grant a solid overview of what it attempts to achieve. The world generation algorithm settings and the preview window will provide more options and information players can access to better understand the world's outcome using their custom settings.

Although I really like the old stone background in the character generating screen, it is far more time-consuming to create and maintain; all that stone denting and cracks were done by hand. I'm currently revamping it using the new art style for consistency's sake. The next update will be about showing its revamped version.

Stay safe!

[Edit]

UI image updated. 2x times!