Currently I’m focusing on UI refinement, currency introduction and “trophy” road implementation.
I introduced to the game:
Reals - the basic currency of the game (kinda like coins in any other game), you win them after a match and they can be used to buy shapes and upgrades. If it wasn’t obvious, the name comes from the set of real numbers.
Imaginaries - they are the “premium” currency in the game which can be used to buy reals. At the moment the game doesn’t really use them or display them.😅
It’s a work in progress so yeah.
Quanta - these are the equivalent of trophies, they would determine the skill of the player. You gain then winning matches and also lose them losing matches.
At the end of the match (or when the player is eliminated) the server transmits a packet in which is specified the amount of reals and quanta received by the player.
At the moment the amount of currency a player has is stored in a txt file in the game directory for simplicity. In the future I think that maybe it could be encrypted somehow with a key given by the server so the player won’t just be able to modify it.
In addition to this, I changed the UI for the main screen, the shape selection screen and introduces the ability to see the shape, it’s level, stats, and to upgrade it.
I’ll be honest that I took a bit of “inspiration” from the Brawl Stars layout, but tried to change some things, and my UI is still not in it’s final form.
Everything is done in Raylib, I still don’t use any PNG textures because I want everything to be vectors cause they are not limited by resolution (which maybe is worse for optimisation) and frankly because I don’t know how and I’m a little afraid to try. 😅
The settings and map selection menu still remained the same, maybe I’ll work on the map selection menu but idk about the settings menu cause it technically works and as the saying goes “if it works, don’t touch it”, and I’m a little afraid of touching it.
Also I’m thinking of introducing a scale variable for text, like the UI elements are defined by the width and height of the window, but the font size of the text is it plain pixels, so I’m thinking of making the text scale based on how it looks at 1080p and if the resolution is lower or higher the font size will multiply with the scale that will be the players resolution height divided by 1080.
After the UI layout is “done”, which hopefully will happen till the end of the week, I’m starting the development and training of the Predictive Coding AI model that will play my game as a bot.
P.S.: I’m trying to make longer devlogs as that was suggested numerous times in the reviews of the first ship.