I wanted to share some quick screenshots on some of the stuff I’ve been working on. I made a big change to how the in game UI looks and works. Now, you are able to learn more about in-game objects/items by highlighting over them. Here’s some screenshots of what I’m talking about:
Peter and I have also redesigned a big portion of the in-game menus. We think that it looks pretty neat and should serve the game really well. Here are the mock ups that we did:
Moon Net, our social media type platform
More to come soon!
Sorry for the long gap between updates. We all had our own personal issues to take care of that took longer than anticipated.
Peter recently moved to California and has recently gotten himself settled in. Larry has recently started working full time at a pretty cool software company here in Chicago. I’ve been also found a new job after being laid off a few months back. And Mason has been grinding away on designing and implementing bosses and boss fights.
We’re all positioning ourselves in such a way that we can start making more consistent progress on Moon Intern. We’ll also be striving to do a better job of showing you guys that progress. Look forward to more blog posts soon!
What’s up Farty People!
How has everyone been? We’ve all been busy with the whole job thing and trying to keep our heads above water. I’m going to try to keep this short because we’re going to have a much more in depth update soon, but first things first: sorry for the lack of recent updates. We’re a small team, and it sometimes slips our minds, so we apologize for that.
Hey Moon people! We got some cool new GUI stuff to show off. As we’ve said in previous blog posts, we’re currently going through a bit of a rebuilding phase. This includes not just technical aspects of the game like hit detection, but also artistic changes. In this blog post we’ll be going over the redesign process for our menus, lists, and dialog boxes. GUI is one of those subtle aspects of game design that can have a huge impact on the quality of a game without you immediately noticing. We’ve realized that Moon Intern is much more menu-driven than we had initially thought, especially with the changes we’ve made to the the overworld. A lot of progress has been made with the design of the GUI, but there’s still some work to be done. So let’s get to it!
If you are a backer on KickStarter, you will automatically have an account created for you on http://www.humblebundle.com where you will be able to redeem the game once it’s ready and anything else that you might have pre-ordered, like the soundtrack or test builds once they are also ready.