Summary:
In which a second holiday makes for a short week; the key-binding UI sees work in various of its elements; the main menu gains buttons and a backdrop to them; a draft of a logo is made; a shader is touched-up; and the handling of localisation is further tweaked.
Greetings and salutations!
This week's screenshot shows some very-work-in-progress updates to the key-binding UI:
At about this time of year, I usually take two holidays: the first over Christmas (as previously mentioned), and the second just after the start of January. This year, that second holiday fell in the week just past, resulting in a half-week for me.
Nevertheless, some things did get done:
Perhaps most saliently, and as partially shown above, I worked on polishing various elements of the game's menus.
Shown in that screenshot above is the key-binding UI, with the binding pop-up visible over the main interface.
In addition to that binding pop-up, I also themed the error and profile-addition dialogues.
But I made a bit of a departure in the UI employed for the loading of profiles. Where the default UI for the key-mapping system (and indeed, that of
A Door to the Mists) uses a drop-down menu,
Moons in Crystal now has a simple button that summons a dialogue. This, I think, works rather better.
That said, you may note that none of the buttons shown above look very good, including those in the main binding-list--that's because I simply have yet to theme them.
Perhaps more exciting than the key-binding UI, I also worked on the theming of the main menu in the week just past.
For one, said menu now has themed buttons, and a backdrop to them.
And for another, I have a draft--not yet final, I think--of a logo for the game! ^_^
(I'm a little hesitant to show the logo just yet: as noted, it's not quite done, I think--and honestly, I'm feeling a little anxious about the possibility of art-theft. That latter, however, is perhaps an ill-founded anxiety, and I'll likely show the logo once I feel that it's more-complete.)
As is somewhat visible in the screenshots above, I also implemented some changes to the shader that's applied to most non-interactive UI elements. In particular, there are now faint "reflected horizons" present, which I hope produce an effect that's a little more metallic, while nevertheless remaining fairly unobtrusive.
Moving away from UI matters, I previously described, I believe, some changes that I had made to the localisation system. In the week just past, then, I addressed some oversights in those changes. Specifically, there is now a "common" text-set, separate from that of any given group of "content".
And finally, there were various changes, tweaks, and fixes made during the week just past that don't seem worth detailing here.
That then is all for this week--stay well, and thank you for reading! ^_^