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Hey everyone,

I finally got all of the new UI up and working. 

The inventory was interesting to rewamp. I had a few challenges to complete that have been bothered me since a long time. For example, I always found the tooltips and icon very small and not really readable. So, I decided to make the mouse-over tooltip a bigger part of the whole windows.

In the same vein, I find that with the old inventory, it was very easy to get it clustered with a lot of items and make it an heavy messy bag (pun intented).So, I designed a system to allow me to filter items based on their features. I identified 6 main categories: Clothes, Diapers, Food, Key items (quest items and importants things), accessories and finally generic for all items that doesn't fall in either.


Now, with a simple click, you can filter items based on what you want to see, and you still have the ability to see everything at once.

Next, I focused on the Character panel. 


I scrapped a lot of the placeholder here to focus on the essential : what you have equiped right now and the skills unlocked.

To be fair, a lot of the "placeholder" systems are still in the backend of the game and might emerge later on but I think this needed polish and clarification. The whole "pants state" is superseeded by the player's reaction to (un)intentional accidents and the maturity state can now be appreciated in the main HUD. 

Now, I implemented a new feature that I really liked, that allow you to see your character as it is and immediately see the graphical change when you switch clothes and accessories. Overall, I think the panel look less clustered and more polished right now. 

That's it for the big UI polishing ! As always, I'll be very glad to hear what do you think about it, and now I'm getting back at work to build more content. 

See ya! 

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Comments

john n

Looks great what's the blue yellow and pink icons next to the money for?

ABDLSwallow

I'm doing some tests on some others currencies to gain in like the arcade or the diaper club. It could be a fun way to incentive the player to take part in the mini games instead of just buying the reward. More on that later.