April Development Update - Major Systems Overhaul 👍

I hope everyone had a productive month! For me, April brought some big changes and improvements to R for Revenge that I'm excited to share. My goal with this update was to flesh out many of the core systems that bring the game together in a polished, fun-to-play package.



UI Upgrade & Visual Polish ☄️

The user interface was in need of an overhaul to bring it up to par. I redesigned all of the HUD elements from the ground up - health bars, ammo counters, scoring displays. Everything has a refreshed, neatly styled look while maintaining readability. Character avatars and in-game gun models also received visual polish passes. Overall the UI feels much more cohesive and presentation-ready.


Scoring & Progression Systems ✅

A full scoring model was implemented to provide feedback and track the player's performance. Eliminating enemies awards cash on a per-kill basis, with bosses dropping larger sums. Completing objectives and performing special actions also contribute to the score. Total cash earned is prominently displayed. This score (money) system lets players level up to unlock new weapons, perks and playable characters over time.


Behind-the-Scenes upgrades 🧬

Some non-visible changes included optimizing enemy ai for improved performance, changing the size of doors, and refactoring code for increased modularity and ease of future additions.


Gameplay Demo & Wrap Up 🎁



I've included a gameplay clip showcasing some of these new systems in action. Please let me know what you think! Moving forward, polish and testing will be top priorities as I work towards a bigger milestone release later this year. Thank you as always for your feedback and support - it really helps shape the development of R for Revenge.


Comments

Popular Posts