Hey everyone! It’s been a few (busy) weeks!
I’m finally getting settled in after a pretty sporadic period of moving and adjusting to the new place! A lot of unpacking, back and forth trips, tackling the backyard, non-working AC for a couple of weeks (Texas summer, ugh), and also work woes! Pretty tiring overall!
Not a ton of progress on Breeze the last couple weeks cause of it, but I’m eager to get back into the more groove! (Also, my birthday was a few days ago, level up!)
Anyway, Piti Yindee managed to get some run cycles animated for Drop and Temper:
We haven’t done a lot of run cycles yet, but we’re utilizing some steps that I documented to make the process of drafting to final somewhat smooth.
I also had the chance to work on some low-fidelity mocks of parts of the game’s UI! These were done in Adobe XD.
The focus here is to determine where certain elements should go and how much space they should take up.
This also provides an opportunity to really think about what information is important to see, and if there are any elements that don’t need to actually stay on the screen, etc
I also started working on a couple high fidelity mockups (not final, but enough to see how they could look)
(These were done in Affinity Designer!)
That’s pretty much it for this update! I’m going to be focusing on figuring out UI implementation a bit more, and trying out a few tools and techniques to speed that up!
Fan Art
Starlimisky did this really cool piece! Check them out on twitter and give them a follow 😀