october 7

been playtesting and working on the new ui elements from last week’s list in order to further cement the finalized look of it.

I’m a bit torn on font selection, since i want a specific look and feel for things you have to read that are related to the level (say, reading a log/book/note or just prompts like “this door is closed”), and an entirely different aesthetic for the numbers, messages during battle and menus which is more pixel art and computer-looking, so i’ll probably have to hit the books on ui/ux design to see what are the best practices.

& finally wrapped up the essential rooms from the setpiece and checked the puzzle results trigger as intended. I had one scare where a multi-part one just didn’t want to activate properly but turns out those specifically break if the key item was already in the inventory, so we gotta fix that too.

I need to up my game to be honest, past couple days have been a bit slow/all about grinding but haven’t been able to properly balance a couple things in my day to day activities in order to get some good work done without killing myself.

in n1rvanna news, lark just finished an important outline for the game and what’s left needs to be discussed with the team.

All in all some good was done! tomorrow should be interesting since i gathered a pretty beefy list of details to tweak and fix from today’s playtesting.