1. Items shift between their spots as you sort, transfer, fuse, or delete them.
2. The inventory and storage windows may both scroll to contain any amount of items.
3. One-button transfer/select. Hold to commit a batch operation like fusion or trash. Easy!
4. Made for KB/M and Gamepad!
Posts by Grabbus [Indie Game]
Here's how the upcoming item storage menu looks so far! It has taken a lot of work, but I wanted it to look slick, but also be easy to use. Still needs plenty of graphics.
It has taken a moment to get working since it has some cool features...
Got more done today! I improved some effects related to items flying across the screen and started working on the background for the storage window. Bit by bit it is coming together!
Added the "cutoff window" for the scrolling items in the storage menu, fixed a couple other bugs while I was at it... all is working well so far! With this, I'll have everything set up to finish the rest of the visual touches, like borders!
The item windows will have animated backgrounds inside!
Got more done on the storage menu yesterday. Even fixed a bug that caused items to be destroyed while in storage! All the functionality seems to be working too. The graphics for the tool buttons are in, but still needs the rest.
Just released a news item on Steam summarizing the upcoming patch!
store.steampowered.com/news/app/351...
Miraculously, the new storage menu... works! Not detecting any more immediate bugs, all things behaving as they should so far. We're good to go on adding the graphics!
The timeline for the next update moves that much closer!
Would you believe this is less buggy than I was expecting?
Managed to finish the bulk of the internal logic/input for the storage menu!
Next, I must put together visual placeholders to see which parts will inevitably need fixing after writing 800 lines of code without testing.
Made more progress on the storage menu this morning!
Input handling for KBM and Gamepad should be done.
Some item transfer actions are in.
It's about 70% coded, but I have yet to test it.
I'll have to put together some placeholder graphics to see how many bugs I haven't caught... ran out of time!
Status update on the item storage menu!
Most details of the internal logic of the storage menu are in place, here's a few things that remain:
-Mouse input
-Multiselect
-Code for using tools(transfer,fuse,etc.) on item slots
-Code for positioning of item icons and scrolling of storage box
-Graphics!
Been working hard lately! Today, I'll be continuing work on the item storage menu for the next update. I'll report back with how far I get later...
By the way... for the Spring Sale!
Made more progress on the new item storage menu!
I've now got items displaying in the slots... it's a start.
I made it complicated by insisting on having the item slots able to animate between positions and do other fancy effects related to transferring, swapping, fusing, trashing and sorting.
It occurs to me to ALSO mention that it is running at 39FPS because this is a VM run, not fully-compiled.
Don't worry, we still have 60fps, I didn't add THAT much yet.
Oh wow I can't believe he would say something so specific somehow.
Ignore all the towers, this is a test save file that gets opened and closed a lot, so a lot of them spawn while I'm scrolling or testing other things.
One step closer!
The "Status" mode of the world map will be a place to check an overview of your progress/stats, an overall territory map (if I can figure it out), and buttons to bring you to different features/services.
I feel the need to re-iterate that Grabbus and Foxoplasm LLC will NEVER make use of generative tech to replace human work.
Games are art, and art is made by people, not machines.
No matter how hard it is to make a game, to use these so-called "tools" defeats the purpose.
Just finished the last of the balance bits I wanted to fix before adding the item storage menu! With all these changes I'll go ahead and count this as a major update once the storage is ready! This will be a somewhat involved UI, I planned it out already, but it will take some time! Hold tight!
The upcoming patch notes will be a healthy size for sure!
Made more progress on the balance adjustments. Stun chance adjusted to take damage amount into account, bullet ripening made less intense, size now affects damage for your and your foe's shots.
Also fixed a bug related to spiky enemies no longer choosing to be spiky if they get scared.
To put it another way, I think I'm onto something here and it feels much better already!
It is important that the foundation of this game have some work put into it. Once the item storage UI is complete, I'll release a new update! It will still be some time though, very busy around here!
I've made some progress last night! Four to-do items have been completed! Those being from the recent extended playtest.
I'm excited for this next update! If I adjust things well, Grabbus will be more enjoyable as a simplified slice of the game experience rather than just a testing ground.
I've been doing an extended playtest on a fresh file to get another feel for balance and take notes on things I want to improve. I've come up with at least seven items for the to-do list, all of which are relatively easy and quick to do, but should greatly improve the experience!
Doing another balance playtest! Recently added a diminishing curve to certain difficulty modifiers on enemies, gonna see how it feels.
Taking a quick look at the enemy damage scaling formula. Feels like it goes up a bit harshly with difficulty level...
Last night I worked late and got the tiered pickup items finished and implemented! It will have an affect on balance, especially for healing orbs, so that will be a point of interest later! Fixed some bugs while I was in there too. One step closer to a cooler game!
Bandcamp Friday! I released my new album The Hugur Files in January when there WASN'T a BCF. So if you've been holding out until now to buy my album NOW'S YOUR CHANCE!! ๐โโ๏ธ๐จ
So far, I have the new quantagon(money) sprites animated! Next are the fusion sparks and health orbs. Once those are done, adding them to the loot pool is trivial!