HUD and general video game UI are something I have always struggled with. Spending hours trying out different ways to communicate information to the player.
I mean, you don't want to clutter the screen with information. But at the same time, you don't want players struggling to figure out what is on the screen. And I'm not a fan of running players through a tutorial to have them cram everything on screen.
So I decided to go the Noita route. Minimalistic approach. But hover over some UI elements and get a pop.
[See Attached GIF]
Next was the weapon system. If you played the existing demo, you may be excited or disappointed to know that I'm changing up the weapon system. Actually, it's going to be like an improvement.
Weapons now have levels. So you typically start off with a weapon that's at level one and when you pick it up again, it takes it to the next level.
What does that mean?
Some of its data changes. Specific weapons have specific attributes changed. Like in the Gif attached, this weapon goes from long range to medium, but it hits harder and its rate of fire is slightly increased.
Other weapons will have different sets of attributes change. This led to me working on additional attributes that I won't list here. But now there is an attack range system. Crit system and some others.
The major reason for this change is to not have "useless" weapons that you forget about later on in the game because you only expect better weapons the more you progress.
Anyway, I have started writing novels again. :P
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