Hello. This little post is basically to show off a few HUD elements, and hopefully I can expand upon it later. Making sure the player can access important stats quickly, with a single glance of the eye is very important when designing a HUD. Deciding which stats get prime real estate as permanent residents of the screen may seem straightforward, but believe it or not, there's even more limited space to place those elements than one would realize. Furthermore, designing the elements to "pop" and be obvious to everyone is also a concern (and one which I can actually handle without having to hire an asset artist right away!). So, for a little more insight (and a cute little video of our HUD in action), click onward....
Showing posts with label video. Show all posts
Showing posts with label video. Show all posts
Friday, May 6, 2011
Video: Evolution of the HUD elements
Labels:
dialog box,
HP,
HUD,
MP,
video
Friday, April 22, 2011
Video: Hitboxes
More later....
Labels:
alpha,
gameplay,
hitboxes,
movement permissions,
video
Saturday, February 12, 2011
Video: Ice
Labels:
alpha,
collisions,
ice,
movement permissions,
tilemap,
video
Tuesday, February 8, 2011
Collision Masking
Work continues on the alpha. The built-in movement and collision routines with the main tool I'm using to develop FaeSaga in are a bit of a double-edged sword. On one hand, it allows for rapid prototyping of what the game will sorta feel like when it is complete. Collision detection can be powerful stuff, as it can handle per-pixel stuff automatically. On the other hand, fine control of these routines often come with irritating caveats, or aren't available at all. Therefore, I've spent most of today working on a replacement movement and collision routine for the main character. (Video after the cut)
Labels:
alpha,
collisions,
movement permissions,
tilemap,
video
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