Starting UI work



General Update
Aloha to any new readers here and thank you for sticking around :)
Today I will present new additions regarding the user interface like chosen fonts, basic UI elements and the day status widget. Technically I wanted to finish these parts last week, but I already planned for me missing this as there were birthdays I had to attend and it is also nice to have a weekend "off" from the game. But this also means that besides of UI stuff there were no changes regarding other aspects of the game, which are worth mentioning.
Day status widget
This is the actual cool thing here! Check out the top right corner - it might seem familiar as these kind of widgets are in all kinds of farming games. I hope this will feel familiar as well and even though it is not polished and not even working yet, it pretty much conveys what to expect from it. You can see the time, which is going to listen to the game clock in the future. The actual date and season as well as the weather. These are supposed to be from a special service just for these infos as well. And lastly we have the money. Right now I think the game economy will work around slimeballs that you can collect instead of money, but this might change in the future. The icon also needs a slight and easy refactor.
Fonts
Naturally fonts are also an important part of the game. Thankfully I assigned myself enough time to find and evaluate fitting fonts. Here you can see 4 chosen fonts. The left one is supposed to be rather clear and used for things that need to be easy to read like settings or your money (slimes) in the top right corner. The second font may be used for some nice little riddles using hyroglyphes. The next two may be used for highlighted texts or perhaps NPC message boxes. Notice, that I implemented a nice little "shadow" as I like to call it for the texts to be more readible. For example "Abc" or all the fonts in the widget have that.
UI Components
I also made myself a couple of nice and basic components. On the top right corner you can see a button which can be clicked and hovered over. Then we have this choice component on the lower left which allows you to choose something based on text. And lastly there is the slide bar, which actually cannot slide, but it can be configured using the buttons next to it. I just noticed that the little knob in the slidebar is gone and I have absolutely no idea why nor where it is.
What's next?
For the next week the goal is to implement a window, which will contain basic menu stuff. Like settings regarding the graphics or music and also a save screen. Although I believe the save screen may be a little too much depending on how much work the home screen is going to take.
Get Slime Breeder (prototype)
Slime Breeder (prototype)
Prototype of a slime breeding game
| Status | In development |
| Author | 0l!ver |
| Genre | Simulation |
| Tags | 2D, breed, breeding, Casual, Farming, Prototype, Singleplayer, Slime, slime-breeder |
More posts
- Sound and Music12 days ago
- Entities, entities and entities21 days ago
- Binary serialisation for save files using Mapster & MessagePack - a naive attemp...39 days ago
- Scene transitions & Loading screen47 days ago
- Scenes56 days ago
- Maps63 days ago
- Map Builder83 days ago
- Slime Breeder87 days ago
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