Menus, configurations and guides ????
Let's start with the "boring part", a very important though. I've been implementing and creating all the options screens and game configurations. I first did a [url=https://twitter.com/TobiasRusjan/status/1481372734663888906]base structure[/url] with a "programming" visual style:
Built the entire options system with load and save features (by far, it was the toughest part to do):
Added the [url=https://twitter.com/TobiasRusjan/status/1481638361760624645]credits[/url] as if it was a Command Prompt from Windows.
Created a short [url=https://twitter.com/TobiasRusjan/status/1483933950137540608]introduction with the logos[/url], put some music and sound effects.
Integrated a simple [url=https://twitter.com/TobiasRusjan/status/1496957543880753153]guide/tutorial monitor with instructions[/url] to start playing, which doesn't stop the player inputs (you can avoid it entirely).
And added [url=https://twitter.com/TobiasRusjan/status/1491478826672660483]full controller support (Gamepad)[/url], and it can be customized from the options menu: sensibility, buttons, vibration and more ????
New enemy "Plany" ????️
I wanted to add some hazards to the Graphics area, so I decided to include a new [url=https://twitter.com/TobiasRusjan/status/1488711895402139651]flying enemy[/url] that shoots rays to the ground avoiding the player to easily interact with the depot:
Same as the main character, the visual design of the "Plany" was made by the great artist and friend of mine [url=https://www.facebook.com/ViktorAhmedART/]Viktor Ahmed[/url] ????
"Sound tests" ????
There was a very important feature missing in the Audio area when you complete the depot and press the Play button ▶️ See and (most importantly) listen to what happens now:- [url=https://twitter.com/TobiasRusjan/status/1493599578473615365]Low pitch check[/url]
- [url=https://twitter.com/TobiasRusjan/status/1494016851310960640]High pitch check[/url]
Bouth music and sound effects, but also the game time (speed), change drastically with this new feature (affecting the player movement and gameplay).
Visual effects ????
And to finish, I've also dedicated some time to the general visual aspects of the game. I added:- [url=https://twitter.com/TobiasRusjan/status/1489948270717718528]Dynamic tube lights, sound wave screen and speakers beating with the music[/url]
- [url=https://twitter.com/TobiasRusjan/status/1494715771121029125]Magnetic waves to the trampolines[/url]
- [url=https://twitter.com/TobiasRusjan/status/1494368987282558981]An impact when you press the Play button[/url]
- [url=https://twitter.com/TobiasRusjan/status/1495414407429595138]Some feedback to the icons of the interface ("HUD") when you pickup an item or get hurt[/url]
- [url=https://twitter.com/TobiasRusjan/status/1494884251405328398/photo/1]A red alert when bugs are found in the Mechanics room[/url]
And here are the current visuals for each area:
[b]GRAPHICS[/b]
[b]MECHANICS[/b]
[b]AUDIO[/b]
I hope I can continue working on Out of Bounds during next month (March of 2022), so I can finish a demo and start moving the game some more ????️
If you're interested in more game development information, don't forget to follow me on [url=https://twitter.com/TobiasRusjan]Twitter[/url].
And for any question you have, you can leave it in the comment section below ✍️
Cheers, have a great weekend!
[i]Tobias[/i]