Full notes
Full Greedshot update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Store
- Gameplay
Hi everyone, Massive Paradox here!
As you already know, we are working hard on our first game - Greedshot. This game is an explosive mix of a shooter and a roguelike, where each run will be a unique adventure. The game is designed to be played both in solo mode and in co-op
Today's topic for the devlog will be the interface. The main menu is this
This arrangement of buttons is very popular now, and it will not hurt us to follow modern trends. The background, by the way, is dynamic
Here we can see the classic arrangement - health on the left at the bottom, ammunition - on the right at the bottom, and our tasks (as well as the arena conditions) are located on the right at the top. No need to break something that works fine anyway.
In Greedshot, each run (both solo and co-op) is a chain with a precise number of stages (there are currently five). Each completed stage gives the player rewards that he can spend on new weapons or skins. But how to show it to the player? The first version of the interface for the end of the "run" was like this
The internal discussion lead to the conclusion - too much space was wasted, too much unnecessary information. We had to remove unnecessary elements, which led us to this version
The progress bar is filled depending on the number of levels completed in one run. The player also has a rank - for now it does not carry useful meaning, but in the future everything can change. This rank is also "filled" with color (each run helps the player make progress), when completely filled, player will be promoted.
P.S. Forgot to mention the loading screens. Although our game is not story-oriented, it would still be nice to add some lore and tips.
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Source
Changelog.gg summarizes and formats this update. How we read updates.
