UI Updates - Progress Update
Last week I've received some great feedback, and I've gotten to work on those issues. I have to say, the external feedback is key, there are some things as a dev you sometimes don't realize how something 'obvious' isn't obvious to a new player. Not 1 person playing your game will have those 2+ years of experience with the backend system, so I broke the #1 rule of game dev'ing, don't assume anything ;) Lesson learned! I'm committed to making this game a user friendly experience, and a fun one. So I'm planning for the upcoming month(s) to be on improving the UI and overall experience.
What's been implemented so far:
- Updated Layout: Added info Panels for enemy selected / player character selected. Also an indicator for player turn/enemy turn, as well as a party selector (some of those at the moment are placeholder, but in progress).
- The bottom right panel was an indicator that showed enemies in range, and you could click those to target them. However, many players didn't know what this was and was confused with the function. I added a label "In Range" to imply these are valid targets that are in range.
- Fixed bug: Targeting mode no longer gets "blocked" by enemy UI info panel (when targeting AoE abilities)
- Fixed Bug: Pop-up UI / targeting mode closes when right click is clicked. This was at first intended, because as a dev, it saved me a few seconds every time when testing something to quickly cancel out of targeting mode. I can see how a player would find it borderline infuriating though, if they selected an ability then wanted to rotate the camera to target better ;)
- Greyed out / disabled the save game feature when in combat. Saving only should work in the world map.
- Add AP/HP Indicators & Functionality - Ya think this would help? As a dev I made the 'assumption' that the HP bars with no numbers were enough, and AP would be 'figured out' by the max move indicator. Turns out that was 100% wrong lol.
- Added a mouse scaler, one tester in particular ran the game from a 4k resolution which affected the mouse cursor size, effectively making the mouse 1/4 the size as intended. Hopefully this script works, although I have no way to test 4k resolution myself.
Coming Soon:
UI Polish
- Redesign the Ability Panel, with this revamp, now it looks a bit too long.
- Audio/Visual Feedback when special abilities are 'locked in/placed'
- Hover tooltips over important buttons (helps user friendliness)
- Camera center on the enemy when selected
UI Mechanics
- Have the pathfinder only show the path if a tile is clicked. Having it constantly scan (watching another player do it) kinda is distracting.
- Re-add the "confirm move" feature, to eliminate accidental moves. (prevents wasting AP due to mis-clicks)
- Do not auto-attack an enemy if clicked, instead show the enemy's info and available actions. (seems more intuitive, generally players want to click on an enemy to see their info, not necessarily take an action)
Get The Uprising (Demo)
The Uprising (Demo)
They tried to erase us. But no matter how much they erase… the human spirit rewrites itself.
Status | Released |
Author | wavecoder |
Genre | Role Playing |
Tags | Indie, Solo RPG, Tactical RPG |
More posts
- DevLog 7/8/25 - Demo v1.01 Complete!10 days ago
- Thank you for the feedback, keep it coming!38 days ago
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