Large Art and UI Update
Hey folks, I finished a lot of art over these past ~2 months
UI/ move type Icons: Fluids, Trauma, Healing, Effect
UI Action Icons, and their respective moves the body parts perform:
Bloodshot
Luxation
Bile Bomb
Finger Gun
Palpitate & Tachycardia
Hypertensive Crisis
We also have an idle animation now:
Additionally I've created some "hurt" sprites for each part:
I've also updated a few UI elements, and worked on the combat cinematics, which would implement a pan/zoom action in combat:
That's all for now, I still have a good amount of stuff to add - on the side of programming I'm adding in a scalable non-combat encounter model so those rooms can be more engaging, and less text-dumpish. On the art side I need to fix up more UI elements like those wall valves and also make artwork for the enemies and start implementing those.
Design-wise I'm toying with the idea of removing the persistent boss HP and just letting people try to kill it in one go, also thinking of pulling a "risk of rain 2" and letting players avoid the final boss to get more encounters/loot at risk of getting hurt. I'll have to see how everything turns out when it comes to actual encounters though.
Thanks for reading/browsing.
Get Siphonogore
Siphonogore
A roguelike, turn-based combat RPG with CYOA elements and a body-horror aesthetic
Status | In development |
Author | SurfaceToAsh |
Genre | Strategy, Interactive Fiction |
Tags | body-horror, Roguelike, Singleplayer, siphonogore, Turn-Based Combat |
More posts
- Playtest is out!Jul 04, 2024
- On Mice and CookiesMay 16, 2024
- Playtest Update #2 (late AF edition)May 07, 2024
- Pre-Playtest Update #1Mar 24, 2024
- Siphonogore is now on Steam!Feb 13, 2024
- New Years Update Part 2: The Main menu/IntroJan 07, 2024
- New Years Update Part 1: Steam ArtJan 06, 2024
- Continuing Polish and Prepping for SteamDec 09, 2023
- New Effects, Moves, and MechanicsNov 26, 2023
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