15 March 2016

Devlog 15 - 3 - 16

Work is ongoing on regarding the readability of BLEAK. Newest addition is this thingamajig, a fairly substantial map kindly showing the player the ratios and production chains of all the buildings in BLEAK. Nowhere near as complex as those in Anno, but still valuable and pertinent information.

Also experimenting with adding a UI shadow to break up the shape between the production map and the Context menu.

The next steps for this menu is adding in more information into the small tooltip space, and hooking up the icons to the building list and actually being able to place buildings from there.

Exciting stuff :D

3 March 2016

Devlog 03/03/2016

Super small update today, because it's only one evenings work :D

The initial demolition sequence now involves a fleet of shiny yellow bulldozers in front of the enormous crawler!

2 March 2016

Bleak Comparison #1

So I was given the USB stick containing the pre-Christmas submission I made for BLEAK.

It's now march so I wanted to show you what two months work means.
It's a large image, so you might need to click it to show it in full.

Generally, everything's a little bit more polished. There's more image effects being used, the UI for the most part isn't using placeholder graphics, and the tone of the game's been made grittier through the colour correction.

There's a loading screen in between map selection and the main scene, primarily in order to avoid a period of the game appearing to do nothing whilst it loads a relatively asset heavy scene.

1 March 2016

Devlog 01-03-2016

Slightly larger than usual update today, probably because there's been about a week since the last update.
I've started experimenting with Colour Correction, since a few people have commented that raw from Unity, the game seems very blue, and kinda bright. As it stands, the saturation of everything's been brought down, with the blue channel being lowered a little more. Experimenting with colour grading also produced this monstrosity:

It's now impossible to accidentally select more than one building to place. Previously clicking multiple times would instantiate multiple buildings, and they'd trigger eachother and wouldn't let you place any of them. Not anymore, as this GIF shows.

There's also a new effect on demolition of buildings involving particle systems and downward-sliding buildings. I'm not entirely happy with it, but work'll continue within the following weeks.

The UI on the main screen's also changed, now it exists solely along the bottom of the screen, balancing the screen more and also getting less in the way.