Dev Diary #325: Trackers, Clothing and Travel


Hello everyone! Hope everyone is enjoyed the last days of summer. It's been noticably colder here than in the last year for the same time and I had to do some chores a little earlier this year. However, that's not why you are all here, so lets get into the thick of things.

The UI overhaul has been going pretty well this week and I have been able to fully implement the new stats screen, alongside the new clothing screen!

The new Stat screen now features rounded icons (framing could use some work) and more streamlined information display. I've also added the missing Heels skill, which should have been trackable for quite some time, but also added all the basic stats there. Some of those were also made tracked by default, if only because I really don't like empty boxes.

The clothing screen was also streamlined a little, removing the weird formatting and also not displaying the "None" image anymore, as it was useless clutter. I'm planning on adding a few other clothing items to this (wearable toys, padding), but it is still a vast improvement on the old screen. 

The spirit of this whole adventure was to make the information a bit more easier to follow, and I think Moonflow's mockups were a big help there. Of course translating the concepts to the game is always a bit more difficult, but it is still important to strive towards something that captures the essence of it where possible.

 Finally, the Travel 3.0 is finally a thing in game. That's right, instead of having to update multiple travel javascript horrors, I have managed to successfully merge all non-mass transit options into a single package. Of course, that was a little messier, with the travel system being completely broken for a couple of hours after the first attempt at implementing it, but it should slightly reduce the size of the game and also make it noticeably faster to implement new means of transportation in the future. 

Anyway, see you all next week for the final dev diary before the release!