october 8

lots of long overdue stuff got done today and solved a bunch of worries regarding on-screen prompts for different platforms too. text mesh pro has inline sprites and that came in super handy, plus we settled with a very familiar iconography you probably see a lot on the switch.

doesn’t mean it’s gonna be running on switch (we can only realistically do this on pc because of our very small team) but this will be mad helpful for any controllers people can potentially have around.

overhauled the inventory a bit as well as polished other aspects of the UI while newprogrammer fixes many of the weird behaviors i’ve been seeing as of late in battles and during menu usage. fixed a thing with the item crafting (just a prefab that wasn’t correctly updated in my scene) and further worked on the set piece. the whole thing needs more playtesting but once i polish those rough edges i can start doing the cutscene with the midboss and give this a proper game over screen that’s not just the placeholder we have atm.

i really wanna finish this section of the level so i can use it as a private demo to get feedback. been holding off on letting others try it since so much relies on atmosphere (shit’s just as important to me as raw gameplay, capisci?) and while i can easily roll out a battle-only demo, battles aren’t my biggest worry, i know they are fun, but it’s my first time doing level design so the exploration has me on edge.