BA3A❀QUILL❀WEEK 14
12:15
During this week, I finished Cyra's sheet. I retained the transparency I used in the other two sheets, so that their wings and shirt could be visible to anyone else drawing them. I also finalised their eye design, keeping the same warm yellow I used in their hair in the pupil, but filling the surrounding areas in with a dark red-black gradient; although I had used purple as the 'night' attribute bubble colour, I thought that purple would throw off the design, and used a warm colour instead.
Now that I had finished the model sheets with time to spare, I went back to UI. Since I now had Cyra as another example of a recruited character, I set about creating a screen that would show after the player completes a story which lets them recruit a character. (Although many mobile games are gacha these days, I wanted to create a game concept with no gacha mechanic, and so I resolved to allow the characters to be recruited after playing a special stage; after the story reached a point where the character could be recruited, the stage would unlock, and completion would play a flashy animation which would notify the player that a character had been recruited and was now available in their party).
The main things I wanted to convey in this recruitment screen were as follows:
a) A sense of satisfaction for achieving something notable,
b) The character which had been recruited,
c) The recruited character's attribute,
d) That the character was available for use.
Although this sounds like a lot for one screen, I was able to incorporate it all quite easily.
I utilised the paper texture again in order to keep consistency. The character's illustration is shown with their attribute bubble serving as a background, letting the player know which attribute the character they recruit is aligned with. The "New Recruit!" notification in large font would clearly notify the player they had recruited a new character, and the light effects and sparkles (and I would imagine the background rays coming from the centre of the screen slowly rotating, too!) would give the player a sense of satisfaction and let them know that they had achieved something relatively major.
Now that I had finished the model sheets with time to spare, I went back to UI. Since I now had Cyra as another example of a recruited character, I set about creating a screen that would show after the player completes a story which lets them recruit a character. (Although many mobile games are gacha these days, I wanted to create a game concept with no gacha mechanic, and so I resolved to allow the characters to be recruited after playing a special stage; after the story reached a point where the character could be recruited, the stage would unlock, and completion would play a flashy animation which would notify the player that a character had been recruited and was now available in their party).
The main things I wanted to convey in this recruitment screen were as follows:
a) A sense of satisfaction for achieving something notable,
b) The character which had been recruited,
c) The recruited character's attribute,
d) That the character was available for use.
Although this sounds like a lot for one screen, I was able to incorporate it all quite easily.
I utilised the paper texture again in order to keep consistency. The character's illustration is shown with their attribute bubble serving as a background, letting the player know which attribute the character they recruit is aligned with. The "New Recruit!" notification in large font would clearly notify the player they had recruited a new character, and the light effects and sparkles (and I would imagine the background rays coming from the centre of the screen slowly rotating, too!) would give the player a sense of satisfaction and let them know that they had achieved something relatively major.


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