BA3a❀Quill❀Week 8

11:06

During this week, I presented an update presentation to lecturers. This outlined my plans for the rest of the project (adding UI and an extra character design) and showed some existing work. The main feedback that I received was to add a paper texture into my work, which I did; I feel like this adds extra interest to the image and maintains the storybook/writing theme throughout this project.

The paper texture I used for the game board (Week 7), text boxes in future UI work and in the background of the environments was this texture (commercially free).  https://www.flickr.com/photos/48460960@N08/4551791024

As per my presentation, I began to work on UI starting this week. I used the gameplay board area I created last week and the attribute icons as well as character illustrations in order to create this suggestion for a gameplay interface. I wanted the board to take up the majority of the screen as it is aimed for mobile devices and the player needs to be able to accurately draw lines between bubbles.



The idea for the gameplay is that the player can use up to 4 characters in their party, which appear in the left-hand column, below Quill's face; Their attribute and HP are also shown. In this case, you can see that Rae's attribute is Dawn, and her health is 495. 

The enemy character's illustration is shown opposite Quill. Their attribute is also shown, and their HP is displayed in the form of a bar. Multiple enemies can stack in the same way Quill's allies may stack, up to 4 maximum.

By drawing through a chain of attribute bubbles, characters of that attribute get a chance to attack. More chained bubbles equals a higher attack strength. Once the bubbles are cleared, ones above it will drop down, and more bubbles will be dropped from the top of the screen to fill up the remaining spaces. In the setup in the UI, the best thing for the player to do would be to draw a line through the top left four 'dawn' bubbles, in order to give Rae a chance to attack.

The enemy can also erase bubbles once per turn, in order to attack the player's allies. This adds an extra layer of challenge for the player as they can predict their opponent's turns and attempt to use the most effective bubbles, and also allows replacement of bubbles during the opponent's turn (in case the player has run out of moves during their own turn).

If the player brings the enemy's HP to 0, they win. If the enemy defeats all of the player's allies, it is a game over.

After this, I also developed a quick UI design for the story mode of the game.


This is a very simple design which shows the characters in question, with the character speaking in full colour, and the character not speaking dulled out. The text box retains the paper texture that the game board had in the last UI design in order to retain consistency. The quill pen is used as a marker, and will flash when text is done scrolling into the text box, alerting the player that they are able to tap to continue to the next page of dialogue.

The typeface I had used for the logo and names was Luna Regular, a handwritten-style font to reflect the nature of the game. For the body text, I decided to use Amaranth, which is a clear, readable font.

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