This week we started working on the HUD, did background work on the save and load system, and continued the journey to find fitting assets…
Progress on the HUD
We started the implementation of the HUD and most of the features already work! In the screenshot below (ignore the missing textures and models…), you can see the current state of the HUD.
In the top left, you see your overall count of microbes. In the bottom left, you have the action buttons, which house the most important menus and start actions. In the bottom right, you can find the selection panel, which displays all information about the selected entity, including type, health, contents and more.
More Cell like Cells
So, we have already posted a couple of designs for the cells so far (last week for example). However, we’re still evolving our art style and realized that we should probably make our cells, well, more cell-like.
So this is what we’re trying to do. Below you can see the initial model for the Breeder Cell. An early cell which will generate microbes. We don’t want to remove the technological part
Additionally, there are multiple changes planned in the rendering which should stylize the assets much more and make them look more pretty. But sadly, this will take a while as Unity’s Lightweight
So, expect more radical changes in the upcoming months!
See ya next week!