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The design I'm running with currently for KL's UI. It uses a copper palette because the world is a Miyazaki-inspired dieselpunk one. Technology is limited to early 20th-century stuff, supplemented by magic.
Instead of showing who you're playing as, the portrait box shows your alternate character, since hot swapping will be a feature. The boxes below show your equipped move.
The round bars are for visually-impared players so they don't have to look up at the corner and away from the character to see their stats.
Instead of showing who you're playing as, the portrait box shows your alternate character, since hot swapping will be a feature. The boxes below show your equipped move.
The round bars are for visually-impared players so they don't have to look up at the corner and away from the character to see their stats.
Category Pixel Art / All
Species Squirrel
Size 635 x 500px
File Size 7 kB
Listed in Folders
I do like the wider curved bars on the right. I could see people with higher resolutions struggling to see the leftmost bars if you intend to work with higher res's.
What may be useful UI implements could be:
++When any of those resource bars are not actively going up or down in value, the bars could be invisible. It's only when the values go up and down do they appear and the linger on screen for a few seconds (say 5 seconds?)
++Give the player the option to move the bars around the current character sprite, like if the player wants to have Red on top, blue on the right, and green on the left. Or maybe they want all three on top or all three on the left. To be consistent, you could have the color order be RGB for both top-to-bottom and left-to-right orientations. The narrower left bar design may work better for stack-able meters or both could be used so that a wider bar is available when the player opts to only have one bar in each spot. In the case of objects getting in near the player, the bars could have reduced opacity which then increases when the offending objects are either removed or move away.
Just some ideas!
What may be useful UI implements could be:
++When any of those resource bars are not actively going up or down in value, the bars could be invisible. It's only when the values go up and down do they appear and the linger on screen for a few seconds (say 5 seconds?)
++Give the player the option to move the bars around the current character sprite, like if the player wants to have Red on top, blue on the right, and green on the left. Or maybe they want all three on top or all three on the left. To be consistent, you could have the color order be RGB for both top-to-bottom and left-to-right orientations. The narrower left bar design may work better for stack-able meters or both could be used so that a wider bar is available when the player opts to only have one bar in each spot. In the case of objects getting in near the player, the bars could have reduced opacity which then increases when the offending objects are either removed or move away.
Just some ideas!
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