Author Topic: Delver's Drop Official Art - WIP  (Read 19747 times)

Doomspeaker

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Re: Delver's Drop Official Art - WIP
« Reply #90 on: March 18, 2014, 02:52:44 AM »
Silhouettes, turning butts into d*cks (flaming ones at that). lol


Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #91 on: March 24, 2014, 02:28:30 PM »
Thought you guys would like to see the storyboard gif for the intro sequence. ENJOY! ;D
UI / UX Design at Pixelscopic. As for now, the forum stuff hates me and keeps demoting me to Early Access instead of a Pixelscopic team member. Don't worry though—I'm a legitimate employee.


Doomspeaker

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Re: Delver's Drop Official Art - WIP
« Reply #92 on: March 24, 2014, 04:22:13 PM »
Wow, I didn't think that you were going to redo the sequence to match the new logo again. :D
It really looks good and somehow I get the feeling that it's gonna be shown in the next trailer update :P

Ryan Baker

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Re: Delver's Drop Official Art - WIP
« Reply #93 on: March 24, 2014, 10:40:14 PM »
We actually have to (or would have had to) redo the logo sequence anyway. We can't afford a good video compression solution, and saving it out as an image sequence would take up mega texture space and never load. Solution? Re-animate in spine. Perfect opportunity to update to the refined logo and get a much smaller load time / texture size all in one :D

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Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #94 on: April 03, 2014, 03:08:35 PM »
Been working on some icons for the controls. I'm really happy with how this worked out. The new corner rounding feature in illustrator made this so much faster than the weapons icons I did a while back.
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Doomspeaker

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Re: Delver's Drop Official Art - WIP
« Reply #95 on: April 04, 2014, 03:01:34 AM »
Let's see: no idea, pause menu, interact, use item in current slot, special ability, inventoryclcle left&right, movement keys, equipt item to weaponslot, attack, shield up, shieldbash, shielddash, pickup, no idea, throw item and drop item.

Those seems pretty self explainatory, so gj on that. I'm sure those are used in the setting menu, but do you plan on using them in the tutorial or something as well?

Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #96 on: May 19, 2014, 05:08:23 PM »
Some UI stuff I've been working on. The banners below are the versions that Baker made. I've been trying to avoid having faces. As Ross pointed out, they now look like monster faces.

+1 can deal with that

In context, this is sort of a means to help condense the in game UI to help show weapon tiers, while also allowing the weapon type and proficiency (not shown) to be understood at a glance. Still a WIP (and I probably got a little to crazy with it), but they're designed to be scaled down quite a bit. Some of the extra tidbits are definitely a bit too much.

Heck, the top row might be the better choice. However, the weakness I noticed in the top row is that tier 6 and 7 look too similar when scaled down. From that point, I started to make shapes out of the dots to further contrast tiers from each other. Then, I tried to make them into heraldic shields. Obviously a shield wasn't going to work, so I jumped to more complex flag shapes, changing the arrangement of dots to compliment the shape of the flag.
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Doomspeaker

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Re: Delver's Drop Official Art - WIP
« Reply #97 on: May 20, 2014, 04:32:09 AM »
Pretty fancy. And aside from 6&7 good to distiguis between each other. I'm curious as how visible those points will be if scaled down to smaller sizes.

Ragged Tier 0 is m favorite. Like T9 tells you that it's special, T0 definitely says "drop this weapon, it's crap".

Quote
As Ross pointed out, they now look like monster faces.





Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #98 on: May 22, 2014, 03:48:26 PM »
So, Baker and I have made some changes to the UI. Namely, the inventory and primary slot have become much more streamlined. In the pic, you can see that 'flags' indicate the tier level, and the weapon proficiencies are displayed at the top of each weapon slot. There's also a meter to show your remaining uses. However, something to keep in mind is that the specific number of uses left, ammo type, weapon type are only indicated when they are in the primary slot. Originally, we wanted to show each of these specifications on the weapon slots. Unfortunately, we found that this cause too much clutter for the UI—which is the opposite of what it should be doing. What this solution does is cater to a more fast-paced gameplay (which is something we want to get back into. [example: the PAX Endless Drop mode])

On the tier flags, specifically, we simplified them down quite a bit. Taking some inspiration from military ranks and the Mayan numbering system, we came up with a more minimalistic approach. The issue before was that the flags felt disconnected to the item bubbles. These new flags are also much more compacted and integrated into the design.

To be added soon: another layer on the slots which shows the primary and secondary damage types. This will be determined by the procedurally generated materials that make up weapons. While most weapons will have multiple damage types (which is not always apparent), you can always check the Weapons Sub-menu to find out further details, such as extra effectors and damage types.


Lemme know your thoughts on this. We hope this better communicates things which haven't always apparent. Part of this is to help both the layman and speed-runners play through the game with ease.
« Last Edit: May 22, 2014, 04:40:23 PM by ZillieZephyr »
UI / UX Design at Pixelscopic. As for now, the forum stuff hates me and keeps demoting me to Early Access instead of a Pixelscopic team member. Don't worry though—I'm a legitimate employee.


Quady14

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Re: Delver's Drop Official Art - WIP
« Reply #99 on: May 22, 2014, 08:58:36 PM »
"Slippery Fummoxer of Doom that Smells like Soot and Poo"

Was that a little Salad Fingers nod I caught there? ;)

Soot & Poo
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Doomspeaker

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Re: Delver's Drop Official Art - WIP
« Reply #100 on: May 23, 2014, 05:14:49 AM »
I like the change from yellow ring to just a grey arrow form no proficiency. Overall proficiencies are very easy to read. Same is true for tier flags (in case I never mention, it's nice how those hug the selection bubble).

There is a small concern with the number of uses though: Your primary item slot is highly likely to be occupied by a weapon you have infinite uses for anyway, with throwables etc acting as supplementary weapons.

So if a full number of uses means a full bar, and any value between 100% and 0% uses is interpolated as a bar length, the bar itself has varying usefullness for each weapon, depending on the number of uses.

Unless you're into constantly checking numbers, it might be hard to gauge how many uses are left. That's very problematic if a weapon has for example only 2 uses, because with a bar system, that would look like an item has plenty of uses left. Without the number of uses at hand, the bar alone doesn't give you good information. It gets even more confusing if a weapon doesn't have it's maximum number of uses on pickup (like every weapon currently does).

Mason

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Re: Delver's Drop Official Art - WIP
« Reply #101 on: May 23, 2014, 10:16:36 AM »
Guys this is looking absolutely fantastic. I am really excited to see when it is all put together. So many good things coming into the game.

Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #102 on: May 23, 2014, 02:15:31 PM »
@Quady
Yes, indeed. Had to let my Newgrounds love come out.


@Doomspeaker
Thank you for pointing that out. I completely forgot to show the mockup for how the meters work. Basically, because certain weapons have a specified cap for the number of uses they can possibly have, there is an indicator that also shows the maximum health a given weapon can have. (It will force the bar to only fill up to a certain point.) In truth, the most uses a weapon can have (provided they are a very high tier) is 100 uses. So all of these meters have been mistakenly mocked up with a 1-100% meter. Tying this up with the ammo system we plan to implement, these lower-tier weapons would look almost completely depleted in-game because their uses are much less. I apologize for the confusion. I'll post an update which shows the max-use in the next mockup, as well as the damage types. (Well, I may wait up on that last part)


@Mason
Thank you! We've been working hard on this. Hopefully we're getting much closer to a tight composition.
UI / UX Design at Pixelscopic. As for now, the forum stuff hates me and keeps demoting me to Early Access instead of a Pixelscopic team member. Don't worry though—I'm a legitimate employee.


Doomspeaker

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Re: Delver's Drop Official Art - WIP
« Reply #103 on: May 26, 2014, 10:59:37 AM »
I'm looking forward to the final version of the final version then. Seems to have pretty much everything I'd ever want from the UI.

Since you talk about UI, do you plan of reworking other elements as well?

Zillie

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Re: Delver's Drop Official Art - WIP
« Reply #104 on: May 27, 2014, 11:52:17 AM »
Since you talk about UI, do you plan of reworking other elements as well?


Oh absolutely. This particular bit has been a huge challenge though, are there as so many weapon variances across the board.

We've also come up with another layer on the weapons system that will appease complaints in this thread http://forums.pixelscopic.com/lively-discourse/limited-use-what's-the-intention/msg6637/#msg6637
« Last Edit: May 27, 2014, 03:37:31 PM by ZillieZephyr »
UI / UX Design at Pixelscopic. As for now, the forum stuff hates me and keeps demoting me to Early Access instead of a Pixelscopic team member. Don't worry though—I'm a legitimate employee.


 

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