The Daily Click ::. Projects ::. Abattoir
 

Project: Abattoir
Project Started: 21st February, 2009 Last Update: 19th December, 2012
Project Owner: Chloe Sagal Project Members:
Project Type: Survival Project Progress:

Need some ideas for the gui...
Posted 4th Apr 09, by Mr G  
I've been doing some stuff lately for the game but so far I don't really know how the gui (the health bar, ammos, etc) should best look like

I've already made some attempts but they look pretty lame. I would like to know what you people would think the best kind of gui would suit this game Tell me your opinions!

Posted by W3R3W00F 4th April, 2009

I'll think of something- I'll send some stuff in an mfa to give you ideas.

...

Damn, wish they hadn't shut down Filefront... -_-'
 
Posted by Chloe Sagal 4th April, 2009

the sleep and hunger bars are lost on me. i just want them to be out of the way of the gameplay, but still there. the days counter ive got an idea for, so thats not really needed, and thee ammo system i do want something along the likes of the original perfect dark (one set of counters to show the ammount of bullets loaded into the gun, the other showing the ammount of bullets in the players pocket.)
 
Posted by Mr G 4th April, 2009

I can easily make the ammo system like in perfect dark I can make something up for the sleep and hunger bars but that will take some time. I also have an idea for the days counter but I'll see what you have in mind first and maybe I'll improve upon it
 
Posted by maVado 4th April, 2009

If you have some sort of a status page ingame, that would be a good place for all gui stuff. As you mentioned hunger and sleep, how about an icon popping up on the side of the screen when your characters is hungry or need some sleep. You could color those as well (green,yellow,red) Also the health bar could only be visible while you lost health not before.

There is nothing more distracting from gameplay then lots of counters and stuff going on screen what you don't need 90% of the playtime.
 
Posted by Dr. James MD 4th April, 2009

Strip out bits that aren't important at the time. Games like Donkey Kong Land on the GB used to hide away scores and lives when the game was in motion simply because they weren't important (pause brought them back up again).

Make sure it stands out against whatever background it could be against and make sure it never goes behind objects (not really a problem with MMF2 and layers).

Colours have to count too. Making a blue health counter is rate daft, stick to cliches when it comes to menus because its what everyone understands, or if you want to be different be sure it's congitive and usable enough.
 
Posted by Mr G 4th April, 2009

That is actually a really good idea, I'll make/find some small icons and animate them when the actions is happening
 


 



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