Posts Tagged ‘hud’

Hello everyone, Sebastian here.

Day 0 was a day of immense preparation for our debut in #7DRTS, as we had many things to get ready for the challenge that will be not *entirely* failing at this. I think we did well…? At least, we managed to not break anything so far.

To reiterate for the fifty-thousanth time, the game we are making will be called Defence Paradigm. Basically the concept is a MOBA/ARTS- with potential macro elements and controllable units other than the main hero.

What I did on Day 0 [7/21]-

-I tried and managed to actually succeed at making the stream work with semi-decent quality

-We (me and Xeon over at twitch.tv/zxeonz) created the GDD

– I set up all the VSTs that I’ll be using to make the music and sound

– I made my already ghetto setup more ghetto by trying to make the second monitor for streaming not be crunched into the wall

-I designed the HUD concept

HUD

 

 

Go to my stream at twitch.tv/threadnecromancer for my side of the development

HUD you guess?

Posted by (twitter: @louroboros)
Monday, April 30th, 2012 7:59 pm

(This is a cross-post from my post-compo devlog.)

Yes, there will be puns. I apologize for nothing.


The most recent addition to the game was the heads-up-display for your ship in flight mode. It’s a subtle addition but it’s the sort of thing that makes it feel like, yanno, a game. I’m happy to say that it doesn’t act as a big distraction or take away from any “immersiveness” that the game might (accidentally) already have.

Right now, the only info the player needs to see are their shield levels. The way I chose to display this was an unassuming, white vertical bar. When you take damage, the bar shrinks accordingly. The important bit is that it does so in an animated fashion — any time the bar is shrinking, the ‘S’ (label for ‘shields’) shakes proportional to the amount the bar is moving.

Once your shields are below a critical threshold, the bar turns red, and the ‘S’ continues to shake along with the bar until your shields are repaired. I usually hate UI-nags but I make an exception for imminent death.


What isn’t pictured is that the camera also shakes whenever you take damage. The reason for this is two-fold: 1) This helps indicate that you took damage, but it also 2) can disorient you, much like it would happen if you were at the controls and a burst of plasma breaches your hull.

Along the same line, I’m considering having your craft be propelled by the shots as well, but I’m afraid that might be too jarring for the average player. Maybe in a sort of “expert mode”. 😉

ZUNZANDA – Final Progress Update

Posted by (twitter: @Phantom_Green)
Sunday, April 22nd, 2012 1:13 pm

This will be my last progress update, as I didn’t get any sleep last night and I need to finish this game SOON or I’m going to collapse. The game is pretty much done… just gotta add the sounds. Got the HUD working… the player can now be damaged by enemies… the ZUNZANDA effect is in full force… and waves flow like melted butter. It’s kinda fun but needs some tweaking. The randomness of the starshines can make some waves REALLY HARD. Gotta find the sweet spot. Probably won’t have time to tweak unless the music and SFX creation goes smoothly.

When it’s done, I’m gonna submit the game and then crash. I’ll do a post mortem or whatever some other day… lol

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