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#design #gamedevelopment #mockup #rpg #userinterface #battleui #elementures #monstercatching
Published: 2015-05-13 20:24:26 +0000 UTC; Views: 623; Favourites: 2; Downloads: 0
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Description
Well I did promise some content today!Excuse the low-quality images. It's merely meant to serve as a mock-up, so I figured we needn't go overboard.
Obviously with fighting being one of the main components of this game, we've put a lot of effort into trying to simplify and streamline the design, all the while maintaining a familiar and recognizable interface.
This is what we've come up with.
Instead of obtrusive menus and boxes, we've created the Battle Log.
› The small box that is located at the bottom of the game screen will display 1-2 lines of battle information, things like "very effective", "fell asleep" and "critical hit". All these actions will instead be highlighted by small graphical effects, in order to minimize the distractions.
› Upon swiping or clicking it, it will enlarge and display about 5 lines of information as well as a small scroll bar, allowing you to easily scroll through and see all the recent battle activities.
On the right, you will see the four action circles, allowing you to easily navigate the battle menu.
› Selecting one of the options (item selection in this case) will shrink the action circles and thus give room to the new menu, like selecting an item. (Note that this item selection screen is subject to change, we might use a more graphically enhanced and detail-rich menu screen)
As you can see, this is what we had in mind for the battle UI. One key element is the flow of battle. This is done by minimizing interruptions (like text boxes), which simply do not work well on a touchscreen-enabled device.
Another feature that we believe will greatly make fights more intuitive and fast-paced is selecting an action in advance and locking it in. This way, pauses between actions will be as short as possible, making room for the one thing that matters: action.
What are your thoughts on this mock-up? Do you like the direction we're headed, or would you perhaps like to see something else implemented that you believe would make fights even better?
Be sure to let us know with a quick comment, we'd really appreciate it.
Lastly, remember that the graphics are only examples, we will use beautifully hand-crafted pixelated designs for the final designs and buttery-smooth animations to keep it flowing.
Cheers!
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