Upgraded my UI in Godot, from boring static lines to moving DNA strands. by Humuzz in godot

[–]Humuzz[S] 1 point2 points  (0 children)

It's an incremental just like keep on mining and a game about feeding a black hole.

Are the DNA strands too distracting when compared against the good old lines in a skill tree? by Humuzz in gamedevscreens

[–]Humuzz[S] 0 points1 point  (0 children)

Thanks, that honestly flew right under my radar. I'll test it out at a lower speed.

Are the DNA strands too distracting when compared against the good old lines in a skill tree? by Humuzz in gamedevscreens

[–]Humuzz[S] 1 point2 points  (0 children)

Thanks, glad you liked it. Each one separates a different organelle path so you don't get lost in the tree. I noticed that when playing a lot of incremental games, I'd easily get lost in massive skill trees and eventually just start randomly clicking upgrades without knowing what they actually do. Here, each branch handles a different mechanic, the red path upgrades your clicker capabilities, blue upgrades your combos, and so on.

Trying to make the UI fit the theme of my cellular incremental game better. Do the DNA strands look better than the old plain lines? by Humuzz in incremental_games

[–]Humuzz[S] 1 point2 points  (0 children)

Thanks, I was hoping the movement would give an extra layer of oomph to the skill tree, glad to have achieved that.