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About the HUD, your problem is reusing the log sprite. You have to draw some sort of meter that is visually different from what you pick up.. maybe a stack of logs? A bonfire?
Yeah, the logs function as your fuel so you need to collect more to keep your fire going, it works as your time/health so it slowly goes down over time or when you get hit.
@Pheno: Thanks for the tips! :) I was thinking of adding some extra details like grass and plants once I get some more gameplay stuff sorted out.
About the HUD, I'll try a few things to split it from the background a bit more and see what I can come up with, thanks for the suggestions you guys. :D
@CraftyPixeI: Health is probably logs because fire thrives on wood.
@The actual art: Pretty good, definitely too simplistic though. Since you're working with such a low amount of colors and details per sprite/tile, you should try to create a great variety of tiles so everything doesn't run together and make an uninteresting design.
Seconding the ‘separate the health meter from the gameplay area’ criticism. Also, at first glance, the character sprite looks more like a cat than a flame creature. You have a solid base for improvement, though.
- Just curious, but why is the health logs? : I, the game concept doesn't really interest me , but the ground floor looks nice. -
If the row of logs at the top are your 'log health' I think it needs separation from the playfield. However I'm not looking at the running game so it may look ok when it moves.
@DragonMarc: I had been thinking about having one long log and having small chunks small off, but I also wanted to make it obvious to the player how much they're gaining or losing from pickups and being hit by enemies.
I had thought about a panel behind the HUD too, similar to something like Link's Awakening, but I'm sure about it yet.
Edit: I've updated the HUD a bit, I'm planning to work on it a bit more but I think it's looking better.