Hello everyone! Welcome to the Archrebel project! This weekend was all about
trying to come up with a suitable UI. I believe I have something solid to go
with now. Below, is a mockup of what 1986 Rebelstar could
have featured if it wasn't for the hardware restrictions of the time.
The most critical features are probably the mini-map and the
squad's overview for easy unit management. Sure, having a graphical
representation of items also provides a new level of immersion, and being able
to control everything with a mouse or keyboard will grant Rebelstar fans a new comfortable way of experience this old and revised premise. The
inventory has been vastly expanded with 10 slots instead of 4, in which
2 of them are for large items only.
If you are wondering what are the bottom items, let me throw in the following
names: smoke grenade, frag grenade, mediprob (it's here too!), and a throwable
scanner. The latter will be used to uncover ground without exposing units.
I actually had loads of fun 'pixeling-art' those items; it has been a while
since I did some considerable pixel-art work, the effort seems to have paid
off though. The image above is the result of nearly 30 hours of work consumed
during this weekend. Tomorrow is basically wake-up-and-repeat. I've quit my
job so I can develop Archrebel at full throttle and hopefully make a living
out of game developing and being able to finish
Underlair, my other project.
Let
me know your thoughts on the comment section, I always do my best to respond
to everyone.
Stay safe!