UI Finalization: Part 2
While testing the lawnmower choke sound, I realized that I wasn’t checking to see if the player was in the same grid position as the lawnmower before showing the progress bar – so I fixed the phantom lawnmower starting noises.
DJE has updated both the menu music and the summer world music. I’ve gone ahead and added it to the next public build which would be released in a few days. Listen to the track at DJE’s soundcloud page here: Link
Our project was mentioned today on SpinyShellRadio. They do a 2 hour show every Friday covering tech, games, music, movies, and broadcast some sick beats while taking shots after each musical break. Check them out: Link
Art and UI
We’ve finalized the locked and directional gate designs. We had a couple ideas for the locked gate – one with a small key hole and a second with an unrealistically large keyhole in the center. I ultimately decided on going with the large keyhole since it was hard to see the small keyhole while playing on the iPhone. As for the directional gate, the original design was green. We decided that we didn’t like it – so we went with an au naturel, wooden look and changed the cross-bar to green. You can see what I mean in the picture.
I’ve made slight changes to the UI – specifically, the entire level select screen now fades in over one second and tutorial text also fades in. Watch the game play video attached below.
I will be releasing a beta demo on the website very soon (next couple days) for everyone to try out. Be sure to check the blog to see if it’s been uploaded.
One of two engine choke SFX now play when starting up the lawnmower Tap and hold to start engine now checks to see if the player is on the same grid tile as the lawnmower.. lol Fixed an issue where pressing the menu gear icon started the lawnmower Updated music Added new gate assets (locked and directional) Added fade in effects for level select menu and tutorial text New locked level tile, gear/menu icon, and replay icon
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