Dev Log 10 - UI Redesign, Tutorial, Enemy Rebalacing


Since my previous devlog talking about the inventory, enemies and bosses there have been significant changes to all, we have many new enemies, two new bosses, a new UI style and we have implemented a proper tutorial.

UI Redesign
With feedback from playtests the design of the interface has been entirely remade to suit the game more with smaller pixel sizing and more vibrant and consistent colours but also to increase clarity on navigation (like making every selected button orange when selected). I created the new UI assets in Figma, and many of the menus use 9 slices to cut down on the number of assets used and time to replace the old assets.





New Enemies, Bosses and Major Rebalances
We now have a total of 3 bosses, the large robot boss we had shown off previously has been reworked to have attacks that track towards the player, and has a new laser attack. The two new bosses use existing assets so we can save time, the first new boss is essentially the player fighting themselves, this boss can jump, light attack, heavy attack and crouch through platforms. This boss was challenging to create as it needed to not get stuck in platforms and know when to jump and crouch.


The second boss uses the existing robot enemies but has them spawn as an army with a shared health pool,  if the player defeats all the existing robots then they stop spawning and you move onto the next level.

In terms of the regular enemies we now have four unique enemies: a flying camera enemy with ranged laser and laser bullet attacks, a standard robot enemy that has two regular attacks, a bomb enemy that explodes if you go near it for a certain amount of time or if you defeat it, the bomb enemy also damages other enemies in the vicinty, and finally  a stalker enemy that can block attacks and take reduced damage until you break their poise or go behind them.





The Tutorial

Finally, we have implemented a proper tutorial that teaches the player about each of the mechanics in a step by step manner which moves along after they complete each action and defeat an enemy, the tutorial level goes on to the first level on completion.


- Erik Watchorn (Programmer, UI Implementation, UI Design)

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