[project1dev] Re: UI Draft... Final?

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 2 Jun 2010 11:40:55 -0400

Depending on how large you want each map as well, you may want to
consider either a minimap that shows your town/area it covers, as well
as highlighting major spawn locations, or a map you can pull that will
show you that, and perhaps enemy locations.

I was picturing upper-right corner myself, but that's all just a
matter of taste. (:

On Wed, Jun 2, 2010 at 11:36 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> ohh yeah... no you are right, good call that the player needs to see how far
> they are til level etc.
>
> the plan is to show the current population and the next level up population
> in the upper left or upper right.
>
> That sound ok to you?
>
> On Wed, Jun 2, 2010 at 8:28 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>>
>> Okay, but then do we let the player guess when the next level up is,
>> or is it too  much of a problem to display, 143/200,  6131/12800, etc,
>> as brackets of population havenow/next level.
>>
>> On Wed, Jun 2, 2010 at 11:21 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> > we're gonna try the level up by population only thing first
>> >
>> > if it isn't working out or we want to change it up, we can switch to
>> > leveling up by experience points or play around with some other ideas.
>> >
>> > I just wanna get the initial idea working first so we can see how we
>> > like it
>> > and then we can address any problems we might have with the gameplay
>> > after
>> > we are able to actually play it and see.
>> >
>> > For number of spawn areas shown yeah that might be a good idea but i
>> > think
>> > we'll have to see how other levels play out.  Reason being is I think in
>> > the
>> > original act raiser when you destroyed all the enemy spawners that's
>> > what
>> > initiated the "bad event" that happened to your town and caused you to
>> > have
>> > to go into side scroller mode and fight the boss.
>> >
>> > In this first level it's actually just your population level that
>> > triggers
>> > the event (they tell you they are out of room and ask if you can destroy
>> > the
>> > rock so they can get to the next valley) so in this level it doesnt
>> > really
>> > matter how many are left.
>> >
>> > Who knows what the future holds though so it might become important but
>> > right now it doesn't matter too much
>> >
>> > On Wed, Jun 2, 2010 at 4:43 AM, Nick Klotz <roracsenshi@xxxxxxxxx>
>> > wrote:
>> >>
>> >> can we get an experience/level bar in there, and perhaps something
>> >> that shows how many spawn areas are left (alan, input on that part?)
>> >>
>> >> On Tue, Jun 1, 2010 at 1:13 PM, Kent Petersen <kentkmp@xxxxxxxxx>
>> >> wrote:
>> >> > No complaints here. Nice job
>> >> >
>> >> > On Mon, May 31, 2010 at 11:28 PM, <mattthefiend@xxxxxxxxx> wrote:
>> >> >>
>> >> >> Mmk. We could just have floating text there. Also the blue and red
>> >> >> boxes
>> >> >> are for numeric health-mana values
>> >> >>
>> >> >> Sent via BlackBerry from T-Mobile
>> >> >>
>> >> >> ________________________________
>> >> >> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> >> >> Date: Mon, 31 May 2010 23:28:01 -0700
>> >> >> To: <project1dev@xxxxxxxxxxxxx>
>> >> >> Subject: [project1dev] Re: UI Draft... Final?
>> >> >> Were you thinkin the upper left box is where the population numbers
>> >> >> are
>> >> >> going to go?
>> >> >>
>> >> >> Maybe we should not put them in a box, that way it doesn't obstruct
>> >> >> your
>> >> >> view of the map as much?
>> >> >> On Mon, May 31, 2010 at 11:18 PM, Matthew Freeland
>> >> >> <mattthefiend@xxxxxxxxx> wrote:
>> >> >>>
>> >> >>> Okay folks here is the updated draft for the UI. Any
>> >> >>> additions/modifications anyone can think of before I go texturing
>> >> >>> and
>> >> >>> prettifying it up?
>> >> >>
>> >> >
>> >> >
>> >>
>> >> ==============================
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>> >
>> >
>>
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>
>

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