Ui improvement
Flying Wizards » Devlog
Sprint 6 - Villager Houses, Rifts and Lightning Strike
Unconveniently still no 'playable' build to publish this week but still a good week with a lot of improvements :
- some vfx upgrades
- added basic villager homes, we can claim, attack, which rebel under friendly fire and destructible
- a huge performance pass, eliminating all slutter and framerate drops on my 'below average' test machine
- a swap of runtime generated content to the game editor, allowing better customization for the game content (and stull allow to randomize a runtime later for pvp map for exemple
- Better playing settings with persistance between session (exept team color and wizard name for now, but they currently not really used)
- A true map selection with a better map format
- the possibility to play more than one session without having to reboot the executable
- a version zero of monster spawn events, allowing to concentrate the action, especially with multiple wizards on the map
Sprint 7 - Skirmish playtest content update + UI Improvement :
https://youtu.be/XSq2kM6y03o
I mainly worked on code cleaning and debuging this week, but also improved content with the revamped skirmish playtest map now filled with monsters spawn events (with a first alternative monster, flying) and improved the UI.
- Mini map now display monsters and rifts
- ui disposition improved a bit
- added notification for important events about you, other wizards and the world
- improved (but still need lot of work) hints to guide player
- new flying ennemy
- Skirmish map now full of monsters again after an ai performance battle
- Lightning Strike spell game ready and implanted
I'm glad to see the game playable again with new content and feature after the hude performance pass and hope to deliver a playtestable version soon :)
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Flying Wizards
Arcade FPS heavily inspired by magic carpet
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