Showing posts with label HUD. Show all posts
Showing posts with label HUD. Show all posts
Friday, 4 March 2016
Friday, 26 February 2016
UI Designs - In Game Designs & Loading Screens
Here are the designs for the in game hud, we wanted a helmet interior feel to it so wen with vectors and transparent colours, one idea was to have the health bar on the left and one health bar on the top, I put some different colours in there to spike opinions, the team are leaning more towards orange, kept the original font 'ROBO' with italics in certain areas and an inner/outer glow, the text is just placeholder, an example of what it would look like in game was added, and a dash bar was added just for cosmetic purposes, after our next testing session I hope to refine any areas that need refining and have it in game by the end of next week along with the main menu. Loading screens have also been completed, did quick gif images to show how the icon will be animated in engine, we also plan to get feedback on the loading screens when we do our next test in order for refinement:
Friday, 5 February 2016
HUD Design - Logo/Menu Title
I didn't get too far with the HUD this week, however, next week I can prioritise it. Here I looked at a collection of sci-fi fonts and also radioactive symbols that we'd like to use to brand our game, all fonts and images are royalty free, this will be present on the main menu title screen, we plan to use two fonts, one for the selection and one for the titles, I used purple and orange with a grey backdrop to bring out the colours more, as we liked using these to colours within our game, we thought the ui would be best suited to a purple/orange theme. The main menu format will say the same as Dans layout, however we will change the fonts and add a neon glow to them, the o in Blackout will flicker and sparks will come off the title as if it were a neon lamp.
Fonts used were both within Photoshops default selection and also royalty free downloaded fonts, some of the fonts include:
Coalition
Robo
Stone
Bauhaus
BIGMACCA
Redline
Century Gothic
There were 4 types of radiation symbols picked here that were integrated in with some of these fonts to get a sci-fi feel, the grunge areas on the second version of the 'Coalition' font was a suggestion, the grunge could be replaced with black marks to bring the cel-shaded style of our game to the title menu:
Monday, 2 November 2015
HUD Improvements
Had issues with the internet so I had to take a photo on my phone and upload it in uni, I would have recorded a video in uni, but there's no Unreal Engine on the computers up here...
Thursday, 15 October 2015
Engine Update : Weapon and Ability pickup, UI and ammo / reload
Here is an engine update! Video first, explanations later :
Changelog / Additions:
- Weapon Pickups : Minigun and Pistol
- Ability Pickups: Melee
- Weapon Shake when shooting
- Ammo / Reload
- HUD to show health and ammo
- Added centerpiece to the map
HUD tutorial found here
Ammo tutorial found here
Camera shake tutorial found here
Changelog / Additions:
- Weapon Pickups : Minigun and Pistol
- Ability Pickups: Melee
- Weapon Shake when shooting
- Ammo / Reload
- HUD to show health and ammo
- Added centerpiece to the map
HUD tutorial found here
Ammo tutorial found here
Camera shake tutorial found here
Image 1. Setting the default weapon and weapon variables
Image 2. Pickup script
Image 3. Reloading script that changes reload time and reload amount depending on weapon
Image 4. Weapon functionality
Image 5. Weapon Enabler / Displayer
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