New Hex Art
First off, we have new hex art! The last round of hex art was a little too grainy and indecipherable for my taste. So I dusted off the Wacom and tried to spruce them up a bit.
|New plains, hills, forest, and suburb hexes.|
|Approaching urban ruins along a river.|
While I like the tile a lot, it doesn't repeat well. It may be too busy for the primary city tile. The water is passable, but I may rework it later.
|A couple mountains along a river.|
All this new art presents a new issue, however: draw-order. Both the player and the hex highlight are being drawn on top of the hexes. It ruins the illusion a bit. I'm thinking an easy solution might be to create a foreground graphic for each tile, and just draw it on tiles that need it (e.g. when player or highlight is in a hex). But I'll save that polish for later.
New Inventory Screen and Items
I also have a few shots of new items and the new inventory screen to show. First off, you'll notice I went with the third layout mentioned in my previous post.
|New inventory UI with new items.|
So what we have here is a paper doll UI with storage spaces. Simply drag and drop any item to an applicable slot, and it gets installed in that slot. Dragging a container to a slot creates a storage box alongside that slot for holding items. Drag any item into a box to store it. Only one item per slot now, but there are a hefty number of slots to play with. (e.g. one per foot, one per forearm, face, head, eyes, etc.)
In the above picture, the player has two plastic bags in his hands. Note: There are four hands in the paper doll. The attached ones are for gloves, the unattached ones (behind the bags) are for holding items. In the left bag, there's a wadded-up, brown t-shirt. He's wearing a hospital gown, a hospital wrist strap, and a talisman (more on the reasons for this starting loadout in a future post).
|Dragging a shoe to a foot slot.|
|Wearing a t-shirt.|
I've started working on the encounter system now. I'm actually trying to make the initial 5-minutes playable, so that means I need some way of communicating a quick backstory, as well as negotiating an encounter. Not out of the UI woods yet!