Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts
Friday, 22 April 2016
Trailer Intro Widgets & Splash Screens
Here are the introduction graphics for the production trailer, the designs have been completed but these will also have transitions and animations, we also don't know what final colour to use on the intro widgets as of yet or whether we're using the final orange and purple logo for the game intro splash page, we have a designer working on the dev intro effects as extra work which will ultimately lead to the game intro bit:
Thursday, 3 March 2016
UI Testing & Final UI Design
3rd Year Games Design
Testers
Flamingo
Ninja – Prefers central health bar
Mike
– Prefers left health bar
Rhys
– Prefers central health bar
Kyle
– Prefers central health bar
Add orange visors to the bottom captions like ammo and damage multiplier so it stands out more and fits in with the helmet theme.
Add orange visors to the bottom captions like ammo and damage multiplier so it stands out more and fits in with the helmet theme.
2nd Year Games Design Testers
3
Preferred central health bar as it fits the theme of having a helmet, fits the
shape better.
Remove
battery as it’s deceiving, makes the player think they’re losing energy and
that it’s there for a reason.
Automotive Design Testers
2
Preferred left hand side health bar as its more subtle, central one got in the
way a bit more, central health bar reminded them of fighting games, mortal
kombat etc… same sort of position and didn’t fit a fps as much.
Other Feedback
Fix
Portal – Reset Issue
Portal
only works sometimes, in the spire area it crashes and spawns player in
tutorial room atop one of the crates.
Problem Solution?
Dan
found out that the ui test png image we brought into the game was a solid object and was colliding with the shop which blocked certain selections, in this case, it blocked exiting the shop. The
variable was just set wrong for the portal which was set from a test before which allowed the portal to only work sometimes and spawn the player back to the crate.
UI Test Video:
Here is a video of the central health bar user interface in engine, this was the chosen ui for the game, I then saved it as different components and made changes according to feedback in the following images:
UI Test Video:
Here is a video of the central health bar user interface in engine, this was the chosen ui for the game, I then saved it as different components and made changes according to feedback in the following images:
Video:
Here is the final loading screens, we had the candidates choose a preferred loading screen, every person agreed on the black outlines with the ripped effects behind the image looking better, they shall be implemented alongside Karthos' health bar:
Friday, 19 February 2016
Health Bar Progress & Loading Screen Screenshots
Here are some health bars I did on Monday, I still need to get opinions on the menu layout, for now the logo is next to the Blackout name instead of the actual O until we get our next tests done, we can ask opinions then. Some iterations still need to be done on the health bars, dan came a cross a tutorial on custom health bars on Unreal and sent it over, so I still need to experiment with that.
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