Demo 26
I've been steadily adding content to the game, and have a few UI improvements in this build:
Keybind UI improvements round the board: UI for rebinding controls should be much more intuitive now, and you can't bind two controls to the same key/select to Tab, so it's much harder for players to accidentally mess up their game in the control menu.
Object interaction label updates as expected now: when players are standing in front of an object, a popup will now always show telling the player controls to interact with it. Previously, if a player didn't move tiles but turned in the direction of an object, this wouldn't show.
Added interact cooldown to chests: before, if players kept pressing select on a chest, an 'empty' popup would quickly show and hide whatever item/gold players got. I added a cooldown on the interaction firing so players will definitely see what they pick up now.
Small visual fix for battles: before, enemies all aligned to the top of the row they're displayed in in the battle screen (see below). This looks pretty bad with tall enemies.
I fixed this so that enemies line up on the bottom now (see below), which is much better.
Also: I completely redid the first town and I think it's much better now (see below). It's not new in this week, but I haven't done a devlog recently and want to show it off.
The second dungeon is also complete, but you can only see it through "Load Latest Playtest" on the title screen.
RPG2
Demo of a Dragon Quest-inspired JRPG I'm working on.
Status | In development |
Author | Dpplasma |
Genre | Role Playing |
Tags | 2D, Godot, JRPG, Pixel Art, Top-Down |
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