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Thứ Tư, 9 tháng 6, 2010

HUD and Map Transformations

As Grapple Buggy continues to mature in time for a sweet E3 publisher demo, one thing that had to change was the HUD. Originally, I tried a simple, 'futuristic' look that might be something like what the pilots of the buggy were seeing inside:

I pulled those HUD elements directly from screenshots (thus the errant graphics around them). I definitely didn't hate them, but the map in particular was too simple looking, and primarily the theme just didn't seem to perfectly fit the game in particular.


I was difficult to decide to change it but things got a boost when an intern, Justin Kaffenberger, started working on a redo of the map programming. We worked on a new, more organic design for the map layout which then required new graphics for the map and mini-map.

Once the internals of the map started changing, and looking better, I felt inspired to change the main HUD.

I found additional direction playing God of War. Its HUD was in the theme of the game, it wasn't tied to "what Kratos may be seeing". And thus, they have lots of chains, and rocks, and swords and such. I liked that idea and decided to frame all the art with high-res versions of the grappling arms, claws, and gears.

The map itself and all menus are now framed by large metal claws, with gears rotating on the sides.
The actual map reflects the game goals and landscape. Instead of strict "Metroidvania" style cells in a matrix, in which you are supposed to visit each one, now the areas are organic blobs. As you visit an area, those areas are present on your map. Your path is shown by a pulsating trail. There will likely be less backtracking in Grapple Buggy than in Metroid-style games, and it's still simple enough figuring out where to go next. Sprites for save points, level transitions, and powerups are floating on top of the map area shapes.

The graphics may still undergo some change, but so far I like the crisp new look and feel good about finally finding a strong direction for the HUD design.

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