Wednesday, September 7, 2011

HUD Exercise



Project Meridian HUD
Just a quick initial preview of the heads-up-display. By quick I mean, this took like three hours... This is my first attempt at actual user interface design. Clearly I'm no environmental artist, as I opted for wireframey lines! But the mech looks... okay. Remember the point of this exercise was the HUD!!!

I really like the classic, pixelated look on the HUD for that retro 2d platformer feel.

Need more diagonal lines. But I'm going to bed now.

2 comments:

  1. I really enjoy the color pallet you have chosen for this HUD exercise. Your vibrant lime green accompanied by cyan [also leaning more towards green/aqua than blue] makes it feel very techy and easy on the eye.

    I also really enjoy looking at the fake stats box hovering above the mech.

    Your punch/strength and dodge/sprint icons read well, and I'd assume as a player, I'd know that was one or the other after trying them out. Nice work with the gradient on the power/status bars around there as well.

    I'd like to see another window taking up some real estate above the characters, if there is more gameplay involved. Like a menu to choose certain attacks or input a combo or something. I'm not sure if this would be a free action combat system.

    I also enjoy the clean lines and bloom-like glow on the characters. Very nice feel.

    But I think all-in-all you have a great beginning to your display! /thumbs up!

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  2. Michie!! I really apreciate your feedback.. thank you soo much!!!!

    I'm glad that you like the colors.. I'm most likely going to go with bright cyan & seagreen instead of neon green, because those are part of the game's color scheme.

    I love fake onscreen info; it will appear in most of my games XD

    Oh good, it looked like legs.. that's great... the icon is to indicate Sapphix's leg-kit so I figured making them sexy legs was the only logical thing to do, even though she doesn't have normal legs at all n_n; Heh... heh... The icons for her different upgrades will be reflected in the little symbol. The green gradient could use a little work; I'll fix it when I make it aqua instead of green.

    It is a free action system. It can be one or two player; single player can switch between characters at any time. The boy can only use his pulse pistol, which will be upgraded along the way - he has no combos, but can shoot off two heavy blasts or several smaller pulses before reloading. Sapphix does have a combat system because she is a melee fighter, however the combo indication will only appear over her head /as/ she starts fighting - the combos can be studied in the menu.

    Each kit has different abilities & there are pairs for her arms & legs, but they can be interchanged. With some of her other upgrades, there will be some icons that appear behind her head with a crescent similar to the one displaying the enemy health.

    This game is supposed to be in 3d but I'm happy you like the wireframe version XD

    Thanks again ♥

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