Polish Devlog 01: Coming Up Roses


Hello everyone and welcome to our weekly devlog!

We've officially entered polish, and with that we near completion of Myrrha.

Art!
As we've finalised production, all art from here on out will primarily be tweaking of existing assets. So without further ado, let's get into it!

We've had multiple UI and HUD updates this week. Tweaks were made to our main menu to look even better than it did before.



But that's not the only change made! For the HUD, we've added indicators to show when Myrrha is in danger, her sight grows narrow and dark as our hero realises she's in danger. 

When you're done playing you've reached a new high score however, a small congratulatory note will appear on top of your screen telling you of your accomplishment. It's not quite implemented yet but here's a small preview.

We've also come to realise that the UI is often cluttered by just being a simple overlay. To combat this we've decided to blur out our background so the focus can be kept on those carefully crafted buttons! It still needs some work but we're slowly getting there.

That's all for UI so far, let's get into particles. Most of those have been done but some of them like our indicator and poison particles still needed (and will need) some tweaking to fit nicely into the scene. There's been one extra addition this week however, a subtle mist particle now slowly rolls across the grassy fields, adding a sense of mystery to the already quite mysterious swamp.

Other changes this week were the tweaking of audio (for that you'll have to play our game) and the removal of large splotches of grass who had mysteriously found their way into the water. Now that grass is back on the land from whence it came. 

Programming!

Whereas last week our leaderboard was not yet accessible, it is now fully ready to be viewed and used as players can add their high scores to the game and later view them in our main menu. Changes were also made to the way scores were actually saved and should now be functional. 



As for the dangers to Myrrha, there have been some tweaks as well . The snake will no longer pause mid-air to launch its deadly venom. Instead, it will opt for a quick strike,  spitting venom as it glides by. Luckily for Myrrha, the venom has decreased in speed so she can intercept it before her lilies get destroyed.
To locate this venom and the falling fruits which threaten our brave hero's home, indicators have been added. This, along with the shadows of the fruit should give Myrrha plenty of time to spot when a lily pad is about to be destroyed. Her magic has also gained in strength as fruits are thrown further when Myrrha hits them, an effect one will surely notice when playing. The particles that show Myrrha's lily pads as sinking is now also implemented. 

                    

That is all for this week! We hope you'll join us next week when Myrrha will be finalised!

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