With all the necessary UI assets completed by Luke (minus the puzzle), I began implementing the UI into the game. This included menu UI (main menu, end screen menus, and the pause menu), the player/conductor's healthbar frames and dodging segment healthbar, and the combat menu buttons.
Unlike a lot of my work. this wasn't a very technical task. At most it included replacing the default button textures with those made by Luke, and tweaking the sizes of buttons to better match their new textures. I also made some darkened versions of each of the button textures for when the button is hovered over and pressed. I also tweaked the animation of the attack submenu, but had to scrap implementing the new submenu button textures due to a clash with how I implemented it. Me and Luke agreed to come back to it in Gold Standard if we find the time, as it isn't a priority at the moment.
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The only issue to reflect on for UI is that what we had made for the attack submenu did not work remotely with how I had implemented its functionality. As such, its scrapping for now represents a focus on polishing more important aspects of gameplay such as player animations, conductor attacks, and overall balancing to make the game more enjoyable. The other peices of UI were implemented without issue and look incredible when mixed with the shaders implemented by Ethan during the designing of the map. Overall, not a very eventful nor difficult point of development, which is always appreciated.