Showing posts with label UI. Show all posts
Showing posts with label UI. Show all posts

Friday, 11 March 2016

Shop UI Designs

Here are three shop UI designs done for the shop UI, feedback is required in order to choose a final design, all elements have been saved separately in order to choose a final design, before getting feedback I the scale needs to change drastically, the team prefer the first design better, however, we need more feedback, I took elements and design styles from the in game UI to stay within the same style:










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.

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:













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, 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:






















Thursday, 25 February 2016

Shop controller functionality

Sorry for poor quality, I can't for the life of my get OBS to not freeze and crash on my PC (which is good enough to handle what I'm asking of it)


Shop without Oculus

Using the head to rotate, the player can press A on the button to use it.





Shop with Oculus

Using the analog stick and a button, the player can select buttons and purchase items.


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.