IKL – Round Up

I have been very busy lately which caused delays in the blog posts. There is still a lot of work ahead of me. However, I would like to give a round up about what happened recently what I did in the last couple of weeks.

Gamescom

We attended gamescom with Idle Knight Legends and had some great meetings with publishers and other game devs. This was mostly due to us looking for a potential partner that can us help with marketing, monetization strategies and other areas.

Unfortunately, this year we didn’t have any time to see the games. I would have loved to see the Cyberpunk 2077 presentation, but the lines are just growing and growing each year.

UI, UI, UI, UI

Most of the things I work on have been User Interface related. A larger thing I integrated and still am integrating is how the game reacts when the player reaches it’s inventory limits.

The players inventory is limited to 10 items (might change later) which can be extended by using ingame currency. So once the player runs out of space we somehow need to communicate this to the player and give him/her an option what to do with the received item.

The initial process how this should be handled looked as follows -> show a window that has the option to either reject the item or swap it with an existing one -> if the player wants to swap the item open the inventory -> the player selects the item and disenchants it -> close the inventory and return to the loot chest. This seemed rather tidious which caused me to come up with a, in my opinion, better solution.

As you can see from the screenshot there is a Storage placed at the castle. This storage will save all the collected items and miners when there is no place left in the respective inventories for both, thus the player can decide to collect them later on once he/she has more place.

Besides the storage chest I started integrated an improved ui that gives the player the option to compare the currently equipped item with the new one and make his/her decision based on the information he/she gets.

Once the inventory is full the player will have the option to either store the item or disenchant it. In the sample screenshot there is of course no real difference between the two items stat wise but it should get the point across anyways. I will add an option to swap items directly, too.

Improving Feedback

We decided to add the name of the miner and their quality to the portrait in order to give the player better feedback which miner is assigned to which lane. This in my opinion greatly improved the feel of the game. We would like to give miners different color schemes which if it works allows us to maybe integrate a dye system for armors, too.

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