Awesome reply! I just wanted to post real quick some explanation about my actual screen:
Aw, you never made the water translucent even though multiple people suggested it
I want to try! ;D It's something I want to request to the programmer but his list already pretty long so we need to prioritize things. Sorry if it came across that I was ignoring the comment.
Could you please explain what each piece of the HUD is meant to be and what you refer to them as so that I and others can be on the same page with regard to terminology and provide feedback that doesn't run counter to their purpose?
I am guessing the yellow bar is your health and the red skull-bar is the enemy's health?
Yes, good idea!
1: The health bar. Goes down when you take damage. The numbers on screen looked bad so I redid them:
The reason why that is is twofold:
a. They are easier to read, look better and more cartoonish.
b. I want numbers in the game (RPG) to remain fairly low. So nothing like 9,999 max damage.
2. The enemy health bar.
3. This is the card who needs to be identified. Basically, the player needs to choose the right answer in the cards surrounding this word. 3 are wrong, one is right.
4. Each card is mapped to a button on the controller. That's how the player selects his answer.
5. The enemy energy meter. It fills up in battle (sort like of like ATB in Final Fantasy). When it's full to a certain point (to the icon), that ability can be used in battle. Maybe I should have different colors for the enemy energy bar though since I use a different health bar for the enemy. That would be the logical thing to do.
6. Same logic here but for the player.
7. Enemy abilities, can be used when the energy bar is filled up sufficiently.
I also redid the energy bar because it looked too small:
I think you are underutilizing your upper corners and overcrowding the lower corners. The bottom is where a lot of the action happens, it's where enemies first show up, it's where your path is. Do not put HUD elements there.
Very good point. Where would you put the various elements?
The kana cards feel a bit off-theme. I think they're very legible, but they seem like they're from/for a different game with the rest. They're good though, so perhaps the rest of the UI could be drawn in that relatively simple style too?
Since I'm getting ready for Steam Greenlight, I'd rather not have to redo all of UI elements although I'm open to adapting things. To be honest, I don't see how to adapt the elements to the cards.
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