Game Development Log #5


This week in Void Lives development, I’ve taken a deep dive into the UI design, adding some slick and functional screens. Players will now see a game over screen (you’ll probably see it a lot if you aren’t careful), and I’ve implemented crucial UI elements like health bars, an AP bar, a shield timer, and a running timer. But here’s the real kicker—I've introduced mechanics that limit your ability to run and shield. That means you can’t just hold down the run button and expect to zip past enemies like it’s a walk in the park. Nope! These limits will force you to strategize, planning every attack and movement carefully, so if you’re the type to mash buttons without thinking, well…good luck with that!


On top of that, I’m adding some pretty awesome side mechanics like crafting, cooking, and sleeping. Imagine battling tough enemies, then winding down with a good meal or a nap before diving back into the chaos! These features will add depth and a bit of life to the game world, making it feel more immersive. I’m also putting together some exciting side quests that will let you explore different aspects of the game outside the main storyline. Who doesn’t love a little extra adventure, right?

For the rest of this week, I’ll be working on finishing the NPC dialogs—you know, those conversations that shape your choices and path through the game. Plus, I’ll be creating the main menu, which has to look perfect to make a strong first impression. I’m also in the final stages of fixing some pesky bugs that have been hanging around and, of course, continuing to polish the story. Things are really coming together, and the finish line is in sight!


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