Hello once again, we're at the point of the week where I get to talk about ideas of design and work being tried out to hopefully make use of in the coming future. So a while back, I was working on a beta layout to have the general functions of a hud shown here, through base text and an icon for use of checking Coin Collection progress in a level, this in mind was something that I would improve and update in time.
And you might be wondering how I intend to do that?
While to answer that I also need to explain something else from some time back, the at the time lives icon beta, and it's idea of making it expressive.
This plays into the idea I have, which I can do through conceptual sketches shown below:
SO, best to start with what the base HUD didn't have. Which was a few things,
A proper health showcase (was between some physical item like how Spyro has Sparx or Klaymen in Skullmonkeys has a light halo, something with a physical addition that doesn't require a whole new spritesheet)
A proper lineup for health and collectables that's not just throwing SOMETHING in each corner, more uniform and together
Concepts depicting a proper 1-5, might not show in the real HUD, but can make it a tutorial image to check into for players.
Likely going to move the HUD down to the bottom of the screen, top will be to emphasize looking into the scenery more, as Moofs are all about the sightseeing of new areas and the design of the lands are meant to emphasize this. I will make it top of the screen instead should bottom be deemed too inconvenient.
Alongside the HUD, I'm also trying to sketch more of the non-playable characters, bosses mainly but at the moment wanting to show some of the main supporting role for Moof, who he himself won't be playable unless I find something that would be so fitting for him to that I make an exception in the matter.
For him, it's likely just going to be in-game cut-scene styled story bits.
Should be the inbetween of complexity between Moof and any boss character, he's simpler in design and needs less sprites possibly due to being not a proper boss nor playable to need control sprites, BUT still has the problem of sprite-work for taller characters I'm trying to get down properly, I'll figure it out.
Last thing is about the end of level goal, at the moment I have it as a Goal Post, last blog I talked about making a stylized animation as an end goal to be more effecient and not code around having to check player position or touching the post more than once and that all.
The concept shown before, adding here for reminders:
I had to change how you get to the end to achieve this though, if not a goal post, then what WOULD work? Well, I had one idea for the matter that is being designed as we speak, a Door.
It's likely definitely needing changes, mainly for the sides. I'm keeping the top middle though, that is non-negotiable.
As for the now and until next post, that's something to discuss later, I ideally want to make a fully realized HUD, and maybe finish up the door before I do the animation when you go through it and the level ends. However, that'll be something I delve into here later, so for now at least, that'll be all from me for now.
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