Hey #PitchYaGame !
Cyber Aces: Hope is a story-driven, fast-paced action RPG with social simulation element.
⚔️Combat inspired by Musou and DMC
📗Choose moves to equip, no complex pattern
🤝Social simulation inspired by Persona and Kiseki
Wishlist now on Steam!
A lot of the technical debts have been resolved, but the menu is unfortunately not yet done. The current state which is not ideal because I was too focused on the functionality. Changing moves or equipment do not work well with this layout. I'm currently revamping the layout
I'm almost done with the most time consuming part of the equipment system: the UI. Hopefully, everything goes well so I can show it next week. So for today, it's another repost of old clip.
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Still working on the equipment UI. The technical debts are resolved one by one, but there are still things to do. I'll show the equipment UI once it is functionally ready. Until then, I'll accompany the update post with other test clip.
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Tightly coupled data and fully synchronized load are the two main debts right now. It happened because the skeleton was developed during combat prototyping and when I still use the old engine 4. For equipment, I need lightweight data and asynchronous load thus the need to solve the debt right now. But yeah, it's just another day in a software development, luckily something that is fixable 😆
Due to multiple reasons, there are still technical debts that are not yet resolved. This is the current state of the menu which is totally incomplete and only show stats. Once the debts have been fully resolved, the progress should be faster.
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Unfortunately, the equipment menu UI is still not done yet due to some old technical debt which took my time last week. I cannot show the UI today, but I will show it next week.
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I'm still working on the equipment. The backend is done, but the management UI not yet, so still incomplete visually. The only one with visual are the equipped consumable items on the bottom right. They also have visual effect when used in combat.
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I'm currently focus on the in-game menu UI, while fixing some bugs in combat occasionally. Since the UI is not done yet, I'll show the combat for today.
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I'm using this style for the in-game menu UI as well so hopefully it will be solid as well 😆
I agree with the minimap icon size, it is important to make it bigger and it is also a quick fix 💪
For the square around the skill, I need to put it in my backlog first because it might require more time to implement and then test it. I'll look at it after the playtest. Thank you for your suggestion! 😊
The combat hint and collected items now use the same pop up on top left, just like the non-combat. I think it is better compared to putting the hint on bottom right like before. For the test I max out the drop rate so there's a lot of pop up.
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