
The first week is coming to a close. Let’s see what I’ve got done already.
Since the beginning of October Challange I’ve been only working on the UI. I made a mockup how the UI could look on mobile. Which looks like this:

Setup
After that I wrote a short TODO list to get a general idea what needs to be done. To make things easier I setup git + bitbucket. After that I grabbed the Unity 4.6 beta because I wanted to try the new GUI for the October Challange. Also I installed the Android emulator Andy so I don’t have to use a physical device to do a quick test.
Progress
I got a little done in through the week. Mostly I’ve been replacing the old GUI with the new GUI which worked mostly like a charm. I got stuck here and there because I wanted to try out some stuff and because I didn’t know that Layouts weren’t under UI in the Component menu… I’m quite happy what I got done with the time I spent.
I’ve got the main menu done with no special art, which I want to change later. Most of the ingame GUI is done with a first draft of the final art(it might actually stay that way). What’s missing is the UI element when you click a planet and the upgrade costs at the Station.
Plans for week 2
I’ll finish my first iteration of the new GUI this week. This should be done before the weekend as most of it is already done. I might replace the main menu art so it all has the same feel.
I’ll have to think about how I want to make the planet UI as I didn’t like the original one. It was unnecessary that you had to type in how many weapons you wanted to sell. In most case you would want to sell as many as possible anyways. Also the information wasn’t where the player was looking. I’ll try to redesign this.
With this the GUI should be done and will need some testing to improve it further. After that I want to add some better feedback for the player to show what is happening. I’m thinking about throwing out some particles whenever something happens, e.g. when a ship sells weapons, when a ship arrives at the station, when a planet gets conquered, when a planet rebels. I’ll try to add effects to everything and if it is too much I’ll tone it down. Also I’ll try to look at the audio. Reiterate over the current sound effects and add new ones to the new effects.
This should be enough for week 2. I’m not even sure I can do all this but I’ll try.
Random Future Thoughts
I have some ideas how a trailer for WoCS will look like. I would love to make a little over the top trailer like BattleBlock Theater did. Short, hectic but the gameplay has to be clear. That’s what I have in mind. I’m not sure if this will happen before the end of october.
I’ll reserve the last week of october for all the organizational stuff like registering for Google Play Store and legal matters.
I’m still not sure how to spread the word about my game. I’ll try to keep up a weekly report on here to get a little visiblity. And maybe make a devlog on tigsource.
2. All game code and content must be created within the 48 hours. **
4. All publicly available libraries and middleware are allowed.
6. Source code must be included.