Monday, March 18, 2013

A long overdue post and a look at the new battle UI

Our programmer and I have been hard at work on a UI design for the ZVN's battle system. While we're still trying to figure out some of the mechanics, we felt the design we had before wasn't nearly good enough, even as incomplete as it was at the time. So we've overhauled it from this:

to this


While its not quite finalized, many of the changes have already been implemented into the build.
Some differences are:
  • Your partner is always on screen during battles. In the finalized design they will each have a unique battle sprite that faces their enemies. The default Saria sprite above is a placeholder for now.
  • We've included a banner that is present both in and out of fights. It includes Link's health, magic, status, and current rupee/item count. As well as buttons that allow you to talk to your partner at any time, a partner screen (that shows a brief bio, acquired skills and affection level), inventory screen, and young Link's map.
  • The leaf icon is unique to the player's location. Depending on where you are, it will change both in text and graphic. Its pretty vague in this example, but will include more areas soon.
  • More enemies on the screen. While the deku scrub girl is included here as an example, most monster girls will be fought alone.
  • Much prettier action icons.
  • And finally, while you can't see it in the example, we've created attack, hit, and special effect animations that play out during battles.

7 comments:

  1. Looks a lot better now.

    ReplyDelete
  2. Will the game have proper resolution settings or will it be in 800x600?

    ReplyDelete
    Replies
    1. Our programmer intends for it to be in 800x600 and that's what we've gone with. A higher resolution is unlikely at this point.

      Delete
  3. I just discovered this blog a few minutes ago and I gotta say this is looking good.
    Question though, will this be a game in which you offer a basic quest with a standard amount of characters and story paths initially and then update the game with new stories, characters and such every now and then? Or will this be a huge game were you create a bunch of characters, and branching paths and release it all in one go at a much later date?
    I just ask cause I wanna keep an eye on this blog and have a good feel for the amount of its activity.

    ReplyDelete
    Replies
    1. A good question. Unfortunately, how we intend to release the game is so far off at this point I don't have any answers. We do intend to release a demo sometime in the near future however. We may have a better understanding of where we're at at that time.

      Delete
  4. Looks great. Keep up the good work. Please don't die.

    ReplyDelete