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Item bar

YE LingFeng edited this page Oct 19, 2021 · 27 revisions

Item bar

The item bar is showing how many items the player has, the capacity of each item is 10. The original idea is coming for here:

It pointed out that the item bar should have items, which is water water, food and health. We designed and upgraded it based on the draft, that item bar with the style of the entire game and the original item. The item bar final operating rules in the game were determined as: If the player picked up items, the number will increase. If the player used items, the number will decrease.

Initially the quantity of each items are three

itembar

If the player picked up an item, the number will increase

addkit

If the player use an item, the number will decrease

usewater

Then the item will be activated.

3

4

Its design is consistent with the overall design elements of the game as always and needs to be consistent with the design elements and colours of the original item. The main colours and design elements of water droplets, food and health are the same as Increase Thirst, Increase Hunger and medical kits, which are 1. Blue, water. 2. Brown, chicken legs. 3. Red, medical kit. The design of the elements highlights the pixel style, which is reflected in the obvious jagged edges of the item.

User testing for the scoring system was done by an online zoom meeting. Testers experienced the system through the remote control of zoom functionality. The test time for each user is guaranteed to be within 20 minutes.

Design Software

Adobe Illustrator CC 2017
Procreate(iPad)
Aseprite

Style Guide/Design Standards

Pixel Grid Resolution

Style

Colour Palette


Colours chosen for item bar icons

Item outer border

Water

Food

Health

Others

Item bar basis for decision

We have designed different styles of drafts to filter because the draft design is relatively complete (with colours, borders, etc.). Therefore, in this project, we did not adopt an iterative design but selected the results based on the basis. Next will explain the reasons why each one was not considered as the final design.

  • Water

1.


The design of this icon is too similar to Increase Thirst's (both are blue water drops). We hope to have the same design elements, but we don't want to be too similar, so we didn't adopt them.

2.

The design of this icon is still a water drop element. Although it is a little different from XX, this is still not selected as final. The reason is that the original size of the image is 256px * 256px. After putting it into the game, the pixel characteristics are not obvious. The main style is not very consistent, so there is no choice.

3.


The design of this icon is an element of a water bottle. It has the same water element as Increase Thirst, but it is different. The main reason for not choosing this is that the design has more classical elements (glass bottle, wooden bottle stopper), and the game background is a contemporary city. We hope that all the designs can be more in line with the game background, so we did not choose this design.

4-6

The above three icons are the same as the main style of the game so that the mineral water bottle as the main element is very modern. The reason why there is no choice is that compared with the final version, these three details are not as rich as it (such as the highlights on the bottle, etc.), so there is no choice.

7

This version and the final version are designed with modern elements (mineral water bottles), but compared to the final version, this design is wider, and the display on the game is not as good as the final version.

Final version



  • Food

1.

The reason for not choosing this as the final version is the same as the third one. Because of the size and resolution, after the picture is inserted into the game, the pixel features are not obvious and different from the main style of the game, so this design is not selected as the final design.

2.

Compared with the final design, the design is of the same style and size, but compared to the final design, the design lacks details (the ratio of bones to chicken legs, etc.), so this design was not selected.

3.

Compared with the final version, this version is not as good as the final version in details, and the color of this version is not as comfortable as the final version in the game.

Final version



  • Health

1-2

The main inspiration for the above two designs comes from the blood pack. Although the main colour is red, which is the same as the heart, it is somewhat different from the medical pack, so these two were not selected as the final version.

3-6

The main factors of the above three designs are medical packs, which are the same as the medical pack elements on the page, but after being placed on the game page, the pixel features are not obvious, so they are not selected.

Final version



  • Rocket

1.

According to the results of the A/B test, the final version can increase the number of times users use the rocket launcher.

Final version

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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