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ShadowRx
ShadowRx

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HardLife - new UI coming soon

 Okay, still need to work on the CMS multi-part field support for images and other files, but we have our very first graphic (manually converted) for testing in the new UI branch.

The new UI uses a 30fps update cycle, which will allow for live-time events or ATB, but for now is only used for UI updates like changing the background-image-position-y for weather effects.

100fps would be too hard on the browsers for slower machines, and 10fps is just too slow to look decent... so I think 30fps is a good compromise point.

Scene-Units are also working/selectable in the new UI; and the keyboard input is hooked-in, using 0-9, '/',  '.', and ',' for action buttons, game-menu toggle, action-menu toggle, and scene-view toggle, respectively. (works with numpad and typewriter key-sets [except for numpad not having a comma-key for scene-view toggling])

These keys are currently hard-coded (but share a single handler function), but the plan is to allow customizable keybinding-- including modifier keys, so you can access specific actions or menus easily. (perhaps you'll want 'h' to trigger a heal, or 'm' to raise the map)

The 30fps update cycle will automatically pause (actually abort each interval) as long as the game-menu is open.

I still want to add a few more images for the target-status panes, but this is about ready to release an alpha/UI-demo on.

Small side note: toggling the scene-view is currently the only way to trigger a redraw of the canvas (the weather layer is a transparent div floating above the canvas), and like the earlier UI proof-of-concept preview, it has 2 background gradients and a single sky. I'll add the time-of-day adjustments to the colors, and a more complete set of weather-effects after the exploration/navigation system is added and the branch becomes playable.

The next graphical step for this branch will be icons/sprite-sheets for the menu and item screens.

This new branch is starting to feel a lot more like a game and less like a twine-story.

On the old-UI side, I'm working on some new items and interactions for a content and bugfix update. It will also include the new energy calculations ( A + B  vs the older A x B rate ), which is still in need of tuning, and in particular a skill system for things like proper-lifting technique, but is close enough to be playable.

There is a new case added in the event the player is dazed or too injured to act, which allows the opponent to continue attacking until the player can act or is knocked unconscious. It is assigned the spacebar hotkey, and can be ran at high-speed by holding that key. (not sure why that key alone likes to repeat, but since it does, let us make use of that "feature")
 


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