Wednesday, November 10, 2010

Interfaces

For my level I have decided to do a few interfaces for what the player will see when they see the health and energy bar, the power and abilities menu. The Interfaces will all be using GUI and no 3-d writing as 3-d writing would require a stationary camera with a set background (which may work for small time games) but some of my interfaces (namely the powers and abilities menu) will have the game slow down so that it seems like the character has a split second to decide what power of ability they want to use, but after 3 1/2 seconds, the game speed will go back to normal as it would be an unfair advantage for the player to have the game pause during the abilities menu opening or slowing down to a near halt (a game that uses a similar thing is 'Prototype') which lets them have all the time they want to decide on their next course of action.


The Interface shown below is what the H.U.D. will look like. It will have Health in Red, the Blue bar next to it will serve 2 purposes, the first will be that it is additional health and can only be there if the player heals more than the red bar, the 2nd purpose is that it will be reserved for Critical attacks (when the player upgrades their character). The bar underneath health shows how much energy the player has in reserve, this can be recharged by purchasing vials that have the energy of the class inside it (i.e. a vial of energy for air manipulation would glow a colour of white + light orange light yellow, a vial of dark energy would be a dark midnight blue + dark purple and water would be glowing blue) and these would be put into an injector the player has in their inventory and once the player uses it on themself by injecting it in to their upper arm, their energy would refill depending on what sized vial they purchased.


The Health bars shown below are for the 3 characters the Top is for James Shaden, the Middle is for Jason Dilby and the bottom is for Nicholas Rider. The semi circles on the left will show a small image of the chosen characters face.















The Interface shown below is what the Start Menu would look like in Game should the player need to do anything such as gain skill points (i.e. weapons or power duration) or change their equipment. It also includes options, mission log, upgrades and a map. The circle in the middle will either show a 3d image of the chosen character of it will just be left black.




















The interface shown below is the Abilities Interface, as mentioned, the top section is reserved for protection (water), Agility (Air) and Vision (Darkness), the left side if reserved for Offensive abilities for Darkness, Air and Water, whilst the right is reserved for switching between weapons and fists (or fist and claw should the player choose to be Dilby). The circle in the middle of this interface would show the face of the character that is being played and in doing so, only the skills for them specifically will show their colours whilst all other skills will be gray and unusable to the character.

No comments:

Post a Comment