Devlog #5 - DUIs (Dungeons and User Interfaces)


Hey everyone! We're back with another update for Shopkeeper's Tail! This time we wanted to show more of the technical side of things as well as some progress we've made on our UI. 

First, we've been tackling making our "dungeons" more intriguing by allowing them to be procedurally generated rather than a stagnant layout.  The biggest obstacle with that though (especially with the style we are going for) is creating enough room iterations to build the dungeon. That being said, we have the backend code for it almost fully operational! Here's a peak at how it works behind the scenes.

Progress is going smoothly on that, so we hope to be able to show it in action once we assemble some more room layouts!

The other main focus we've been working on is our UI systems, both the way they look as well as their functionality, and progress is steady on both fronts! The biggest thing we needed to figure out (of course) was what the inventory screen would look like. Along with that, we have made a couple other important menus. 

The main goal with each of these UI elements is to emphasize the "hand-crafted" nature of each item and the menu itself, while keeping it looking clean and understandable. Mind you, much of the content in these layouts are still placeholder assets. 


We have also been toying around with menus for our trading system! Each member of the town will offer their own trades to help you out in case you just can't find what you need. There will be more on this system once we start building it out more, but we are excited enough about it to show you all what we have planned. 

Lastly, we are looking at our shop UI for how an item will display while on a shelf. It's a simple system, but it will surely make for a much nicer shopping experience for both you and your customers. 

That's all the updates for now! We are working very hard not just on current content, but also designing the next area for our brave little mouse to explore. We hope to be able to show more soon, but for now, we say goodbye. 

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