[Update #10] Version B.0.5.0 Part II



This is the next of the usual devlogs to keep you informed about my progress.

The project Late Shape Journey is now in version B.0.5.0 (Part II).

A download is not available for this game yet.

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Progress Showcase (Outdated)


As mentioned last time, I still had to implement the revamped Status Menu. So I did just that, while also finishing up some texts and visuals. You may also notice the newly added Essences as items.

For the sake of organizing and actually knowing what I want to use here, I also sat down and made the concept for how dungeons will be split up and items/upgrades will be distributed. You will partially see this further below, but I will also put out another Concept Log, eventually.

In that regard, I also finally got around to changing up the default icons by filtering which ones I will need, sorting them and also adjusting their appearance a bit. I also added some icon markers for the compass feature I may look into soon-ish.

Finally, I also adjusted the mess which was the navigation bars by repositioning the texts and changing some of them. The message window also got a new addition for the Message Log prompt.


For the battle scene, I polished up the errors from last month and adjusted some minor things like the actor commands and shield icon (middle).

I also looked into the Turn Order a final time as I was not happy with it. As you can see by the enemy UI, it will not make sense to support more than four at once. So I increased the size of the individual actors and also added a separator.

Not too much crazy stuff happened here, but I am finally satisfied with how it looks. Of course, this is only the initial window, so I still have to finish up the Abilities Menu and some internal things in terms of visuals.



I also got back to the Options Menu and, as back then, spent way too much time to mess around with the formatting of the individual settings.

In general, the layout has been revamped to follow a different presentation logic. I also added in the option for the compass display in exchange for the display of the enemies life gauges, which will always be displayed instead. I have also changed some texts and adjusted the defaults when starting the game for the first time.

For the control category (don't mind the squishy layout, it's because of the debug in test play), I have also changed how the commands are sorted and reduced them to the most common ones used if applicable.  These are also still alternatives so to speak, so the controls shown by the navigation bar are still the default ones.


The days up to a few hours ago, I finally got back to the menus I have not touched for months.  I adjusted the layout for the Item (Quest) Menu and divided them by the four dungeons per chapter, as well as the Quest-Goal divide from before.

I've also adjusted the help window to show the important details by different tags. It is a bit ... wonky, when comparing individual items, as all tags are still only one line of text, but it works and isn't so bad. So I will leave it at that, as I finally had to compromise my focus on perfection anyways. 

For all that I also had to use my new concept work in order to know how to design and split up the quests and goals. In short, the quests will be for your character and feature one of two objectives based on the current dungeon part, while the same applies to goals, but for your pet. For both, fulfilling these objectives will grant upgrades to the individual parts of the character or pet - so while optional at first, you still might/have to complete them in the longrun. But as said, I will probably go into a more in-depth Concept Log in the future.


Finally, I have also looked in the other "lost" menu, the Abilities. Currently, it is intended to give you a list of your battle skills outside... well, battle. But it will also show the field abilities you will gain inside dungeons, as well as a collection of all state and skill effects in the game for quick looking up.

I did not get around to finish this one, however. So I still have to look into the final details.

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On a final note, I also made a "final" check-up of the game folder for the 9000th time and will probably check some minor things up to the completion of 0.5.0. So there is that, as well.


Feel free to follow my project here on itch.io or via my x-profile.

The next update will be showcased on here as soon as it is ready.

Like always, thank you for reading and have a nice week, everyone.

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