Derelict Rogue. Day 3

In the previous post I said I would continue to improve the tactical approach with more complexity. But not today! I decided it was not the time for more complexity before the game loop is in place and tested at least once with a vertical slice. And also UI. I always get frustrated quickly with the UI in my drafts, and with how much better things might look if only I spent enough time on them.

So today I spent most of the time drafting a vertical slice with only one mission type, only one predefined ship plan, and unchangeable drones and enemy behaviour. In between getting frustrated at Claude’s design decisions and at my inability to overcome my own laziness, I spent some time researching references (mostly Invisible, Inc. and The Battle for Wesnoth) and browsing free-to-use soundtracks.

Some UI screenshots, WIP.

A work-in-progress design draft of what the mission might look like. You can see that it is not a ship map. In fact, it is just a random combination of hexes that should represent most of what is usable.
A work-in-progress design draft of what the mission might look like. You can see that it is not a ship map. In fact, it is just a random combination of hexes that should represent most of what is usable.
I also tried to draft a mobile-friendly design, as I would like to be able to play my game on my phone.
I also tried to draft a mobile-friendly design, as I would like to be able to play my game on my phone.
Most of the UI elements are stored as React components. And I am using Storybook to test them in isolation.
Most of the UI elements are stored as React components. And I am using Storybook to test them in isolation.
I blurred the deckplan under the hexmap so that it wouldn't be as distracting. Sadly, you can't see the details now, but it already kind of clashed with the hexmap choice. On the screenshot you can see the pathfinding prediction working, based on which direction you can attack a hostile node from.
I blurred the deckplan under the hexmap so that it wouldn't be as distracting. Sadly, you can't see the details now, but it already kind of clashed with the hexmap choice. On the screenshot you can see the pathfinding prediction working, based on which direction you can attack a hostile node from.

Hopefully, over the weekend I will finish most of the vertical slice and the mechanics. As we also need to merge ideas with Smoreg at some point before polishing.


This post is part of my #100DaysToOffload challenge.

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