Posts filed under: UI

Final Polish

This week was all about getting everything as polished and up to date as possible. For me this meant texturing Grimaldi and implementing her in the main menu. I also updated things like character animations, and sprites that had been...
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Final Stretch

This week I spent a lot of time bugfixing with Boyd, and then going through all aspects of the game to try and polish what I could. This meant some more visual things, like a splash screen! And adding Grimaldi...
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Lighting and touch ups

This week was about doing lighting and ambient occlusion baking for our most updated map. I’m a little behind since I’m still catching up from last week when I was home pretty much all week because of a family emergency....
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an update to the post game ui

after evan and pat finished up the art for the awards, boyd hooked them up to some prefabs, and i tweaked the award panels to pull in the sprites. i also added in some tinting fot the player icons, as...
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Bunch of Little Things

This week of the sprint my job and homework got in the way a lot so I worked on a bunch of smaller tasks. I modeled the new lighting props. I updated the menu sprites, and added a few more...
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Awards Awards Awards, a Local Multiplayer Classic

Over the last week I polished up the post game UI to get it to where we had originally envisioned. here’s a video of the final result: Basically, each player is given up to three awards based on things they...
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working on ui! (post game rewards)

one thing we’ve been excited about, but haven’t had time to fully implement, is our post game rewards system. like other local multiplayer games (towerfall <33), we’re giving our players fun and interesting awards based on how they played throughout...
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Time for some UI

The production focus for me this week was working with Pat on nailing down our menu design and producing the assets necessary to put them in Unity by the end of this sprint. Besides that we as a group had...
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