Development Update: December 20th, 2021

Beta 3 This Week

I’m still finishing a few things up. I want to redo the turn portraits and fix a couple animations.

As per fan response, the health and mana bars are now fatter with thinner frames, and the CP icons are now staggered and also brighter against a new backing.

In fact let’s go over that survey shall we?

The Survey Results

There were 13 responses, though I did add an additional question afterwards and some people made a new response just for that last question. There seems to be 11 respondents total.

Most people prefer the Expert UI, so that’s going to be the default one going forward. I’ll put a tutorial thingy in to tell players about the alternate UIs.

Luckily nobody hated either UI so much that they wanted it scrapped. It’s just another game option.

And the exact same percentage prefer the fading UI so that will be the default as well.

Most people like the UI! It has all been worth it. This is good because if it got a low score I’d probably reinstate the old one and be done with it forever.

You might be shocked to learn that we don’t have a title screen, we actually have a game/engine selector. This is for compatibility reasons with Classic Mode. In fact String Tyrant will even appear on it if the engine detects it.

While I do want to make a title screen, people want me to get it done later, possibly after the Steam release.

People slightly prefer the old main menu, so I reimplemented the 3×3 selection. Other than that the preferences were random and pretty slight. So nothing needs to be rolled back.

I was actually quite worried that nobody would understand the profiles menu but it seems most people do. Phew.

This is a freeform question so you can see that some of these have already been handled, and one of them is a bug report for a thing that isn’t even technically part of the UI update!

This just in: Niko is a cute kitty.

This is the extra question I added. People liked the more balanced view of the catalysts on the left side of the screen. Okay.

And that’s the survey. The official UI update will be released on January 1st 2022, so I’ll be fixing bugs and making minor additions until then.

Curious Cat

Curious Cat got nuked. Nobody knows why. We might use a different service but for the time being here are some cats.

The Link Pile

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Development Update: December 13th, 2021

Still Plugging Away

I’ve fixed most of the bugs in the current UI release, but I have a couple alignments I want to deal with first. I will put up a new beta likely tomorrow.

If you want to test it out, you can get a copy here. I made a feedback page so you can tell me what you think of it. I will leave the feedback page up for another week and we’ll review the results next week.

Slitted Eye

I am currently shooting for a February release on Slitted Eye. We’re going to be a bit behind because of illnesses, so that’s a tentative release. The game will come out when it’s done and polished, I want this game to be good (and scary).

Curious Cat

The Links Eating People’s Faces Party

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Pandemonium UI Beta is now Public!

That’s right, you can get it here (Mediafire Win/Lin/Mac).

This is a Public Beta meaning that there are problems with it, such as bugs, misalignments, and such, but I’m releasing it anyway for testing and feedback.

Testing and Feedback Guide

What’s that, you want to help with the feedback? Well today is your lucky day.

There is a public poll here you should use once you’ve had a chance to play the game.

To test the game, you simply need to play it and make use of the UI. Is it intuitive, does it look nice, could things be bigger, use icons in a certain spot or not, that sort of thing.

Combat: There is an option in the options menu to use “Expert” combat. It is on by default, and this UI is closest to the original UI.

If you toggle this option off:

You get this UI instead. It uses cards to compartmentalize the options available. It shows less information on screen, but also is more minimalistic. Which do you prefer?

This is the profiles UI in the skills section. Does it make sense? Do you use it often?

Most of the UIs now have a Help menu accessed by F1. Are the descriptions useful? Do you want to see anything clarified on these descriptions?

The Equipment UI shows you your damage bonuses now. Does this layout look nice? Is it helpful to know? Should I port it over to other statistics displays like the Status UI?

The Quit UI is just plain better. I am not looking for feedback on it, I just wanted you to know I like it.

And many more things! Please let me know on the poll.

Curious Cat

The Link Pile

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Development Update: November 29th, 2021

The UI Update Is Complete

All of the UIs are now updated to the new standard. The update is “Complete” though I have lots of alignments to set, bugs to fix, help text to set, you know. Coding stuff.

Next week on Monday, I will put out a public beta with as much as I can get done between now and then. This is to gather feedback and suggestions for further improvements to the UI, such as options people want, size changes, and the like. After that, I’ll be fixing as many bugs as I can before the end of December, at which point the UI update goes live and I start working on the Steam release.

Say Hello to our Newest Team Member

That’s right, our newest team member is the world-famous SARS-CoV-2! Currently working with artist Stinkehund, I expect this will cause Slitted Eye to be delayed a while because holy shit this new team member is causing serious problems.

This sucks! Speedy recover you zany German.

Curious Cat

A Pandemic of Links! This isn’t funny!

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Development Update: November 22nd, 2021

UI Update Part 6

All of the UIs are completed except Combat, and the additions to the Skills UI.

Dig the code organization, the capacity for expansion.

The Doctor Bag’s UI now uses the existing party positions to represent who is being healed, and shows the bonuses your doctor bag has. That wasn’t shown anywhere else on the UI so some people questioned if it was even real.

One of the more exciting and interesting UIs, the Quit UI is now in line with everything else.

Amusingly, the Quit UI was the one UI I never touched or updated since it was made. It was using deprecated fonts and stuff. Nobody noticed!

The Map and Warp UIs were also updated, but are visually identical to their previous versions. I just moved and reorganized the code.

The Skills UI now has a much nicer new layout, with new icons to indicate equipped skills and Class Default skills. The UI also places your current class at the top of the jobs list.

The skill descriptions deliberately use a larger font to improve readability. I have to make a new set of icons for the new font size, though.

Just like with the Inventory and Equip UI, pushing the F2 key opens up a description window to give more details on the skill. This is much better than the previous method of keeping the descriptions in the same window and using a different font, as I can now cram all the detail in a window you don’t have to look at.

I’m still working on the Profiles UI. Profiles are a new addition in this update. You can make a preset group of memorized skills, and then save them as a profile. If you switch jobs later on, that job will automatically use the set of skills that you set it to – including in combat!

More on that when it’s done. After this, all that’s left is the Combat UI and we’re ready for release.

Curious Cat

Ey, I’m Link Pilin’ Here

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Development Update: November 15th, 2021

UI Update Part 5

I’ve updated the class change UI. This involved reorganizing a bunch of the code, so now all the grids use standardized code. Class changes also use the new property comparison block.

You’ll notice a slight difference in that we’re now use the combat portraits here instead of sprites. While I did write code to miniaturize existing images and render percentages of them, I’ve decided that, to save memory usage, I’ll actually make adorable 90×90 icons. So these are that.

Party Chat UI, same basic deal. The code is now better organized and we use a miniaturized emote, which I will make icons of later.

The Relive UI got the same treatment, once again using emotes. Considering the nature of these scenes, I will probably make icons of the TF sequences instead.

Costumes UI. Once again, now using the emotes is much cleaner than using the sprites.

The Save UI is also updated to use a new set of fonts, and to standardized the control information printed at the top. You now also press the shoulder buttons to switch pages instead of holding Ctrl down.

I also updated the password UI, but it’s literally identical in every way to the old version. The code is different and better organized, but visually, it’s the same.

This week, I’ll be rounding off the campfire menu with the Warp UI, which is another grid UI so it won’t take too long.

After that, Doctor Bag UI, Exit UI, and Map UI. These are all the “small” UIs, because the last ones will be the big, scary Skills UI and Combat UI.

And then we’re done. UI Update is almost done!

Curious Cat

Ey, I’m Link Pilin’ Here

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Development Update: November 8th, 2021

UI Update Part 4

The Sell UI is now complete, borrowing a lot of the same code as the Buy UI. It’s what you’d expect, showing the item’s value and its properties, allowing more details by pressing F2.

Keep in mind the column layouts are subject to change once I talk about this UI to my UI person. And if you’ve got suggestions, now is the ideal time!

Buyback is unchanged, still basically the Buy UI. For those of you not in the know, the game tracks the last items you sold to a vendor and lets you buy them back if you made a mistake. Well that’s this UI. Simple.

The Gems UI is now totally overhauled. First, you select a gem…

At which point you are brought to the merging screen, which shows costs, property changes, and even the colors of the various gems you own.

You can also now disassemble gems, returning the original gems but losing any adamantite and money spent in the process. This wasn’t in the old UI, so I had to slap together the code for it. It works like a charm.

This week I’m going to be going over the campfire saving UI and getting all that stuff up to standard. Not much code writing, more like code reorganizing.

Curious Cat

Get a pile of links with this one weird trick!

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Development Update: November 1st, 2021

UI Update Part 3

First up this week is the main menu, which has shifted formats a little. The menu grouping is now 5×2 instead of 3×3, the listing on the right is now wider so the catalyst information is less cryptic, and the character info is now spaced to handle exactly four characters.

I have also completed the first of the Vendor UIs. Borrowing the concept of putting the description in an F2 subwindow, more space is allowed for the item listing.

The UI now has a much cleaner comparison of properties and even shows how many of an item you have and who has it equipped.

I’m going to hopefully be able to finish the Sell and Buyback UIs very quickly since they borrow most of the layout and code from the Buy UI. The Gems UI will be completely overhauled.

Slitted Eye

According to Stinkehund, she has to make minor stuff to be placed all around the house and give it a lived-in sort of feeling. Hopefully done by the end of the month.

Import VHSs in the 90’s were pretty wild.

Charlotte draws stuff in her crafts room a lot. Sometimes the doodles are masterpieces.

We don’t have an ETA on Slitted Eye yet. I’m hoping to have it out by February, but that’s very tentative and not a guarantee.

Curious Cat

America’s Stupidest Home Link Pile Videos

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Development Update: October 25th, 2021

UI Update Part 2

First up this week is the new Inventory UI. The layout didn’t change much, but the assets were redone and everything is now sized correctly since I know exactly how many lines are available for the given font sizes.

I also wrote some dynamic property generators so the descriptions will show the exact stats of a piece of equipment. These are shared with the Equipment UI but the Inventory doesn’t require a keypress to show them, and obviously can show stuff that nobody can currently equip.

If you have any suggestions on changes to this UI, now is the time to suggest them.

The Options UI has also been redone, standardizing the cursor and sizes with the rest of the UI. There’s also multiple pages now, accessed with the shoulder buttons (Q and E on the keyboard). This means I have plenty of space to add more options if people request them.

Oh but you don’t know what an option does?

Push F2 on an option and a detailed description pops up, telling you exactly what it does without cluttering up the UI.

This won’t prevent people from asking me what Tourist Mode does but it does mean they will look very silly when they do.

The program will also be much more explicit about the fact that changes are pending. If you attempt to press cancel with pending changes, you will receive a warning. You need to use the Okay button at the bottom to actually save the changes.

Most games use this standard for their Options UI but are (usually) more obvious about it. Now Pandemonium is too!

Art Attack!

One of the things about 3D environments is that you need to have junk lying around to make a space feel lived in. So Stinkehund has been making assorted junk to go in Slitted Eye. The models for the entire house and most of the characters are done, we just need to make it look natural.

Sadly, Hund didn’t make the globe texture have a knife sticking in the Soviet Union with red coming out to show the iron curtain. I have been assured that every globe made before 1991 had that decoration but never seen one myself.

Curious Cat

Fighting Link Pile Team

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Join our Discord and curse at me in person! Get mad at the testers for feigning confusion when confronted!