Interfaces & Animations

For the past week most development time has been spent on fixing the animation renders from Blender and interface design with some map sketching in between. Oh, and full gamepad support! Let’s start with interfaces first.


Below is the first layout of the character creator screen, where the player can assign their stats as they see fit before starting the game. You don’t have to spend all your points if you want more of a challenge, but it’s usually a good idea to spend some of them at least.


Each statistic can be leveled between 0 and 10 but by using the right equipment, stats can be raised above 10.

Now onto the gameplay interfaces. Below is a GIF showing the four different screens; Inventory, Map, Quest Journal and Character Screen. Inventory is self explanatory, it’s a collection of all the items you are currently carrying. Clicking an item will either equip or use it. The Map is gradually unlocked as the game is played. Once you enter a new zone, the corresponding tile is added to the map. Hovering the mouse over a tile will give a brief description of the zone. If it’s a town, it will also show your current reputation with that town. In the Quest Journal, all your current quests are found, giving you a quick overview of what you should be doing. And last, the Character Screen. It shows your character stats and some gameplay stats(added after GIF was recorded). There’s still half the screen left to fill, with what I’m not sure of yet.



Rendering out frames from Blender proved to be a much bigger task than first anticipated. It feels quite good to be done with them for now, and focusing on creating more content for the game instead. I anticipated around two or three hours of work with just the human character and clothing layers, but it ended up taking much more than that.

I also added gamepad support to the game for those who play games using that. That’s all for this week, remember to check back next tuesday for more GIF’s and screenshots. Cya!