Getting things right


Consistency is key 


One of my biggest hang-ups about game development is the OCD I experience when I am creating. For me, consistency in every detail is so important that sometimes I spend hours doing and redoing things that I have already thought "this is done" because something is just not quite right. At the moment this comes in the form of the pixelation effect that you see on the game screenshots, matching up with the cut scene and menu animations. Tweaking the PSX shader I wrote to give that perfect feel was hard enough but then rendering animations and cut scenes in blender I needed them to look and feel the same so with a little bit of math I think I have finally achieved that! 

Here are the original menu and the new render, fairly subtle differences but the pixelation is less intense on the new version bringing it more in line with the actual game visuals themselves.

HUD

Moving on I have also been working on the HUD. For full player immersion this I feel has to be done just right. I have had several iterations of the HUD so far but I think the one I have settled on is the Aircraft style HUD. The reason for this is that this is a sci-fi setting and you are essentially a gun for hire with a military background. In the airforce you would have a hard time flying and fighting in modern jets without the HUD so in this sense it is integral to the corporation of the aircraft. Following that thought process it is much the same for this advanced combat suit. Instead of there being your typical game HUD you will only have a minimal helmet hud and all of the rest will be omitted, a good example of this will be that all weapons will have an ammunition counter of some description built into the weapon itself taking it away from the HUD.

And that is about it for the updates! There has been some script experimentation but that is all a little dry and boring so I will leave that for another time.

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