DevLog #5 User interface / polish
This week was focused on UI enhancements and general polish for Re:Action to improve player experience and communicate gameplay systems more clearly.
What I Worked On:
Echo Input Overlay (UI Feedback)
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Implemented UI icons to represent when the player can record (R) or spawn an echo (T).
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The record icon highlights in red while recording is active.
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The spawn icon only appears when a valid echo recording is available, and disappears again during recording or after spawning.
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These icons help guide the player without cluttering the screen with text.
Timed Gate Countdown Display
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Added a TextMeshPro-based timer that shows the remaining time before a gate closes.
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This timer activates when the player triggers a pressure plate, then disappears once the gate closes.
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Helps players plan their movement better, especially in a hallway-style timed gate levels.
Cinemachine + Pixel Perfect Tweaks
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Adjusted the Cinemachine virtual camera framing for a more horizontal “hallway” feel for level 2.
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Ensured compatibility with the Pixel Perfect Camera and itch.io to preserve crisp pixel art at all times.
UI Polish & Presentation
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Created consistent layout and scaling for all in-game UI elements.
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Tweaked colors, anchor points, and visibility logic for clarity and responsiveness.
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Ensured UI responsiveness across different resolutions and safe zones.
Main Menu & Level Select
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Created a main menu with options to start the game, view controls, or change settings.
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Maintained a cohesive style across all UI screens for consistency.
Animated Clouds
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Added animated cloud layers to the menu background for visual appeal.
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This small touch brought a sense of motion and atmosphere, making the menus feel more polished and alive.
Reflections:
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These UI additions significantly improved player understanding of Echo state and timing-based puzzles.
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Using icons instead of text kept the screen clean and intuitive — playtesters immediately understood what was happening.
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The polish pass made the game feel more responsive, readable, and intentional.
Next Steps:
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Begin final QA pass and documentation polish for submission.
Files
Get Re:Action
Re:Action
More posts
- DevLog #6 Testing Session Look back3 days ago
- QuickStart User Guide6 days ago
- Concept differences, testing feedback and Asset list6 days ago
- Game Testing13 days ago
- Devlog #4 Presentation / Graphics17 days ago
- Devlog #3 Enemies / Interaction / Puzzles24 days ago
- Devlog #2 Basic Level Blocking31 days ago
- Devlog #1 Player Movement32 days ago
- Concept Devlog55 days ago
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