Devlog #3 - New Maps and Updated UI


New Maps

2 new maps have been added. Both of these have some indoor areas, as well as a variety of floating platforms to get around to some hard-to-reach areas. Here are some screenshots.

The hardest part of making the maps is the original blocking out of the major shapes and landmarks. It can be easy to spend too much time focusing on one tiny area, only to realize it just doesn’t work out when combined with the rest of the level. A lot of time gets wasted that way, so I split it down into 3 main steps.

1)    create blocking areas, figuring out where players will be able to run around.
2)    create line of sight blocking terrain

3)    detailing of landscape height

4)    foliage, props, decals and all other small details.  

Never start with foliage! I wasted too much time re-doing it over and over again. This was because I would make adjustments to the landscape over time, and that caused a lot of foliage to be in the wrong place. procedural foliage can be set up, but the maps here aren’t really ginormous so procedural generation doesn’t particularly save me much time either compared to manually doing it at the end. so always wait until everything else is done first before adding foliage.

New ammo counter UI

Old and busted

New hotness

The new UI now displays an icon showing the weapon that`s equipped, and also the ammo cost per shot. this is important as all guns have different ammo costs when firing, and as I add more guns it`ll be too hard to remember all the costs off by heart.
Also, the main ammo counter will change to dark grey when you have less ammo than the current cost per shot. this lets you know that even though you have some ammo, you might not have enough to fire the current weapon.

I`m thinking of switching to a video format for these devlogs from next week. I`ll have to see how much time it takes me and also which format people prefer.

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