A fun thing about publishing on itch.io is that it has a mechanism for constructing opt-in mailing lists of past purchasers, but no mechanism for consolidating those mailing lists, so if you want to send a notification to everyone who's opted in to receive emails from you, people who've purchased multiple titles from you will receive a number of copies of the notification equal to the number of titles purchased.
It's times like this that I'm reminded that Tumblr does not, in fact, have the dumbest possible UI. It can always get worse!
I need like an entire full length movie of like the Foretellers being friends and training and just living their lives and everything before everything went to shit 😭 Please
Some assorted class work from this week- I’m working on the UI for our game and the backgrounds have been coming out so GOOD AND TASTY I think I’m learning to love doing pixel art my dudes
Hi all! Recently I have been getting into UI/UX & decided to work on a small project to learn to use Figma. As I spend quite some time doing trades in Warframe, it seemed like a fun idea to work on a trading companion app concept.
I wanted to share this deck I made for it :) Hope you enjoy it (& sorry for the long post!)
My friend is making an arcade racer and I've been playtesting his builds for him. He didn't go into it thinking it'd be easy but there's a ton of things he didn't at all realize would be a headache going into it. Obviously all games are hard to make but some are more apparent about their daunting nature. Which genres are deceptively difficult even if reasonably possible by a small indie team? What surprised you when you hit the big leagues?
Whenever I do solo dev work, the feature that always takes the longest and tends to require the most work to get something playable by actual players is the UI. Building out the gameplay features is always a lot of fun, but you can only go so far by fiddling with variables and restarting. There's always a significant amount of UI groundwork that needs to be done in order to make a game playable at all, just because of how much information needs to be conveyed to the player.
Whenever I build support into a game for different characters, cars, tracks, loadouts, etc. then each of those options needs its own way to choose that option from a list of available choices. That display must show a lot of information to the player so she can make an informed decision (e.g. this car has fast acceleration, that one has high top speed, this other one corners well, etc.), which all requires an intuitive screen layout, information presented, and so on and so forth.
Small-team dev also tends to build more system-driven games because it's more dev-time-efficient than creating single-use narrative-driven content. The tradeoff is that system-driven content also requires significantly more UI to convey all of that information to the player. This means games with a lot of options for players to choose tend to require a lot of UI work, which is something many hobbyists don't think about when starting.
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For context, here is what I currently have -- it's a bit more in line with "Activate instructions only when needed", but I'm curious to know if having them at game start might be helpful.
Any advice is appreciated, thank you! :)
Been a little stressed out with school and all so I made a little project to cool off a bit. I followed this YT tutorial showing how to code the Google dinosaur game. But then I made new vector illustrations to use instead of a the ones provided in the source code . To give it a touch of cuteness ⸜(。˃ ᵕ ˂ )⸝♡
I feel like "video game with auto-targeting or aim assist makes unreasonable assumptions about what you're trying to hit" is an underexplored genre of comedy.
New screenshots featuring our updated HUD. Finally getting this UI design in and mostly functional has been a huge step forward for the overall feel of quality in the demo.