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#design #gameart #gamedev #ingame #menu #sidescroller
Published: 2018-01-26 14:34:11 +0000 UTC; Views: 3415; Favourites: 55; Downloads: 16
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Description
Here's a quick mockup for the ingame menu of my game.Since I won't have the character sprite changing when the player equips different weapons and armors, but I want him/her to have that possibility, I thought of an alternative way. The character is partly or maybe completely mechanic, so it makes sense to find certain upgrades in corpses and such, and equip them in certain body slots as if they where traditional RPG armor/weapons. The part could have different effects on the character depending on which slot he equipped it, and that could add a lot of variation. They can even modify themselves, such as what happens with Final Fantasy VII Materia or Path of Exile gem stones.
So there's the in-game menu, rough I know, but it's the first step into developing this concept! Once I think of some parts and effects, I'll add it to the game for further testing. I'm guessing it'll be a lot of fun.
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Comments: 25
Halisi-V [2018-02-05 09:30:56 +0000 UTC]
There is another way to represent a player's equipment choice within the gameplay, aside from changing how the character looks. You could have equipment choices add visual effects, or change the appearance of your attacks. Like, equipping Dynamo to the Heart slot could cause the character's chest to emit tiny sparks. Or Hyper Boots could cause each step to make a little impact to indicate the power of your steps. Small things like that go a long way. Even if you decide not to change the actual sprite.
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Carpet-Crawler In reply to Halisi-V [2018-02-05 16:38:57 +0000 UTC]
Damn straight. The slash changes and different footsteps are already coded as a matter of fact. I also have some ghosting effect in place that could serve for equipment visuals as well.
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TheNightmareCooper [2018-02-04 22:45:09 +0000 UTC]
Visually unique. Can't wait to see a trailer of this drop on YouTube.
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Carpet-Crawler In reply to TheNightmareCooper [2018-02-05 16:34:32 +0000 UTC]
Thanks man! Can't wait either... still some work to do, but I can see that day in the distance!
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PuzzlerDK [2018-01-27 11:49:21 +0000 UTC]
I would be glad to see heavily stylized menu with as little 90o angles and rectangular shapes as possible. I realize that rectangles will probably be used to represent it anyways, at the engine level, however, maybe something like this or this could be a reference to what I'm talking about. And I also understand that is a far cry from your style, so, well, hopefully you get what I'm talking about, as I am not good with words, especially in English. Anyway, you're amazing artist, I'm sure you'll figure it out anyways, so, all the inspiration to you!
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Carpet-Crawler In reply to PuzzlerDK [2018-01-30 02:23:38 +0000 UTC]
Thank you for the references and ideas! I might try something like that as a mockup too, although in my head I'm seeing something more "traditional". Still is really good to see stuff you never thought about, it helps to broaden your options. Thanks again for the input!
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Noctis-Corvus [2018-01-27 07:33:15 +0000 UTC]
It looks really interesting. You can tell the game has a definite mood to it, and I can tell you're working very hard to make this a reality. Keep it up. : )
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Carpet-Crawler In reply to Noctis-Corvus [2018-01-30 02:18:17 +0000 UTC]
Thanks a lot! Glad you are digging this. Yes, I'm putting a lot of work into the design aspect of it, but I think it will payoff later on.
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Carpet-Crawler In reply to Green22Messor [2018-01-30 02:16:35 +0000 UTC]
Thanks man! Glad you liked it!
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Battleferrets [2018-01-26 21:24:30 +0000 UTC]
Dude I am looking forward to this game so much, keep up the fantastic work!
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Carpet-Crawler In reply to Battleferrets [2018-01-30 02:16:13 +0000 UTC]
Thanks man!! Really helps knowing people are interested!! I want to finish a playable demo NOW.
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Ponythe13th [2018-01-26 20:38:02 +0000 UTC]
Very Bloodborne feeling with the menu. I really like how this is coming along.
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Carpet-Crawler In reply to Ponythe13th [2018-01-30 02:15:13 +0000 UTC]
Thanks!! Glad you are liking it!!
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Carpet-Crawler In reply to Writer-0f-Prophecy [2018-01-30 02:14:41 +0000 UTC]
Good to know!!
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Danarogon-AP [2018-01-26 14:46:38 +0000 UTC]
This is probably because this a rough and not the finished product, but personally, if I were you, I'd stay away from the "glitchy hud" design and make something different, Your world is very Lovecraftian / Dark Souls like (at least in a visual stand-point, not sure about story) and having having that kind of Menu wouldn't really fit the visual language you have going on.
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Carpet-Crawler In reply to Danarogon-AP [2018-01-30 02:13:38 +0000 UTC]
Thank you for the input. Yeah, it's pretty rough still and might look harsh and disjointed in this state, but I'm kinda going for that contrast between a Souls-like style in the world and some lost low-tech in the UI. In my head makes sense (story and design wise) and I think I can marry both, but you are right they are a bit contradictory per se and I should be careful.
The next updates should be more clarifying! Thanks again for the comment, it's really helpful.
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Danarogon-AP In reply to Carpet-Crawler [2018-01-30 05:13:29 +0000 UTC]
You could marry the two, but the more mechanical / digital aspect should be more evident in the art. You know it already, but in the off chance you haven't, I'd recommend you to check out Blame!, it sort of has that duality you seem to be aiming for.
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Carpet-Crawler In reply to Danarogon-AP [2018-02-03 12:07:07 +0000 UTC]
You are right about that. I have to make the creatures and character a bit more mechanical. I have Blame! in mind, that's the style I'm kinda aiming for in the long run. It will be really evident once the player reaches the city (the demo will end there).
Again, thanks a lot for the input, it's really helpful.
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