Thursday, December 22, 2016

Devlog: Fates and Constellations #08

Got the game running on the iPad only recently.

Had to account for aspect ratio differences between devices, and the only way we could think of at the moment to keep puzzles the same across various displays is to do letterboxing. Not too big a fan of it, honestly, so we fade it out whenever we can - like during level transition, for instance.

Wednesday, December 21, 2016

Devlog: Fates and Constellations #07

It's about time to experiment with a new visual theme! Here's a mockup I did yesterday:

Sunday, December 18, 2016

Devlog: Fates and Constellations #6

Thought it was time to finally work on improving the level transition so here it is!

Unsightly bald patch. Weird pausing between transition.


Other than removing the pause, I've also populated the bald patch with randomly placed grass sprites. There was an effort to make the grass more or less evenly distributed. Rather than generating the positions of all the grass sprites randomly over a large arc, I've instead divided the giant arc into multiple smaller ones and proceed to generate a smaller number of sprites for each of them. Result seems satisfactory.