Sturnclaw, one of our core crew is hard at work on the equipment system and its UI right now. This screenshot shows the current status of the equipment market.
Still lots to do, but this part of Pioneer is shaping up nicely.
Sturnclaw, one of our core crew is hard at work on the equipment system and its UI right now. This screenshot shows the current status of the equipment market.
Still lots to do, but this part of Pioneer is shaping up nicely.
Prepping our squad tactics RPG, Cyber Knights: Flashpoint, for translation, I created a script to replace all translatable strings with random non-standard-English characters.
It makes it easier to look through the game and spot strings we've missed.
How many do you see in this screenshot?
【流星】(pause menu)
這張我要大改了,但也畫了一小時,所以先放上來……
我覺得還是不能放棄實用性,所以以後不是 cutscene 就全部加黑框吧
轉移陣地
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#2024年03月像素圖 #2024年03月遊戲 #生靈師 #pixaki #gameboy #pixelart #像素圖 #gameUI
【生靈師遊戲畫面】(sketch-cutscene)
突然想要畫對話半身像
其實太多人像在小小的 GB 裡真的太亂了,但畫起來真的有點激動,而且效果甚好
大家晚安
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#2024年03月像素圖 #2024年03月遊戲 #生靈師 #pixaki #gameboy #pixelart #像素圖 #gameUI
【生靈師遊戲畫面】(pause menu)
就先畫到這樣吧,真的是很累人呢…… 累的地方倒不是畫畫,而是根本沒有對遊戲功能有想像。
最後,把眼睛弄得吊了一點並做了眨眼動畫、陰影修了一點、頭髮蓬鬆一點;充實武器選單;修背景。
這一次我畫得很開心…… 之後我就要晚上畫畫了。
角色的細微動作,我覺得是過去 2D 掛帥時的靈魂,稍微想一下其實可以知道遊戲動作其實是很誇張、不會在現實出現的,但是呈現起來卻又很自然。這次角色的甩髮就是一個,如果現實在路上看到會覺得這人好像過度…… 奔放,但作為操作角色就會凸顯存在感,若做得順暢,會想要讓玩家去扮演他,進一步提升玩的動力。
上面一大段說這麼多,全部都是自己認為,在此特註。
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#2024年03月像素圖 #2024年03月遊戲 #生靈師 #pixaki #gameboy #pixelart #像素圖 #gameUI #animated #gif
【生靈師遊戲畫面】(WIP-pause menu)
設色,感覺非常好!感覺自己終於不是今早提的路易莎人類了。
但今天要到此為止了,可惜,希望能找到耳機……
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#2024年03月像素圖 #2024年03月遊戲 #生靈師 #pixaki #gameboy #pixelart #像素圖 #WIP #gameUI
【生靈師遊戲畫面】(sketch-pause menu)
我很喜歡遊戲中的暫停能檢視到角色整體的感覺,所以會想要做一個試試看。
目前覺得可以做得不錯……
今天因為很多(也就一件)事情,讓我整個繪畫動力廢掉,我只能在四點前快點收掉自己失望的氛圍去讀書了
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#2024年03月像素圖 #2024年03月遊戲 #生靈師 #pixaki #gameboy #pixelart #像素圖 #WIP #gameUI
Before I was SO RUDELY interrupted by terrible germs, I'd been working on a lot of under-the-hood stuff that doesn't translate well to #ScreenshotSaturday
But while I was too ill to do brainy work, I put together a rough main menu screen just to cheer myself up.
It's not fully settled yet by any means, and will no doubt change a lot, but I think most would agree it's going in a better direction than the previous one.
Just throwing it out there, maybe I get something interesting:
Have you worked with phaser before? I am using it in two projects at the moment and building UI with it for the game is really labour & time intensive. It's basically like learning a new way to program entirely. I am also working with Rex plugins: https://rexrainbow.github.io/phaser3-rex-notes/docs/site/plugin-list/
I wonder if there is someone out there who has written a bit about Game UI with phaser specifically. Got recommendations?
Pause menu? Lil squares. Kinda weirdly styled, but they're *fine*.
Inventory? Stacks of cards, kinda in a snaking shape. I wish the stack would just slide down and have one of the cards for each entry, cause each entry is its own card anyway, but cool concept nontheless.
Shop menu? Also stacks of cards, but with Gusto! Kinda wedge/feather shaped, elongated. Same thing with the wasted opportunity stuff, wish they'd slide down and out of the stack instead of making new ones once you expand.
Stats menu? Cards, but *vertical*!
Database? Funky sci-fi shaped cards, coverflow style! Why? Why not!
The map is kinda boring, but the DNA sequences menu is just... chef's kiss. I could spend ages just going up and down the giant spinning snaking tree of cloverleaf-shaped cards.
I'm sure I'm missing something, I'm just going off of what I'm currently looking at on Game UI Database after I closed the game. But yeah, genuinely amazing stuff.
I just spent A While in the Assassin's Creed II menus just... navigating. Staring at the UI. Thinking about how all these years later I still find it incredibly cool.
Brotherhood's was cool too but there was so much more time and effort put into II's. Like II is kinda overkill but in a cool way.
Every single list menu uses a different design. Brotherhood has one style and sticks to it but 2 just goes wild. It's like they looked at all the options the designers gave them during the exploration process and were like, "yeah we'll use them all".
I know from a UX point of view this isn't Great, and even UI/eye-candy-wise it's not perfect cause I kept thinking of ways it could've been even cooler, but yeah I don't often just pause the game and stare at the menus and look at every permutation and UI element I can find out of sheer, idk, enjoyment of what I'm looking at.
A few years ago, I created a free UI assets controllers pack for Nintendo Switch.
Here is the 2022 updated version of this pack. This asset is free under Creative commons license, fully vector / shapes based, and can be used in any projects, even commercially, check the readme.txt file in the zip for more details. Do not hesitate to share it with everyone. Cheers! #gamedev #indiedev #gameart #gameassets #uipack #gui #gameui #uicomponents
https://drive.google.com/file/d/1JIiRY9SHUkvO-FLnD7Z8X2owC8xsx7_4/view?usp=sharing
Strategy game UI
A pet peeve I have is when a game gives me a bunch of statistics for a unit or city or whatever... and no comparison of those values to anything else.
Values in a percentage or compared to a end scale? Good.
Values as compared to a baseline (i.e., normal is 0, values are +1 or +2)? Good.
A ledger showing the values for all the things? Good.
I have to check unit by unit to see what would count as average? Bad.
#games #strategy #GameUI