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Eudalet edited this page Mar 16, 2019 · 33 revisions

#UI In UI we are going to focus in the so called User Interface and analyze the elements of it that are involved in the story telling and progressing of the game:Before Game & In game and the HUD, elements that are requiered for a properly gameplay experience.

#Content's Table

Before Game

When you open the game, it first appears a kind of cinematic scene which is planned to attract new players to the arcade machine. It's a sequence that reproduces itself meanwhile you don't press start. In this sequence is explained what you are going to do in the game. We can see Robert and Ryo fighting against two enemies. Then, the game says you will have to choose one of them to go to south town. After that, you have to choose the difficulty and then if you want to play story mode or VS mode.


In Game

In this headland we will be treating the UI elements that are used once the game is running, either in Story Mode or in VS Mode: Story Mode, When you lose, When you win, *VS Mode & Credits

Story Mode

The story is a repetition of UI elements, specially when the player is moving between stages, also the map, bonus games... There's similarity between the end of the fight.The enemy defeated always is going to say something about Yuri. So, in the story mode, the UI follows a similarity pattern and recycled elements.

When you lose...

The losing scene changes with every enemy. Then, it appears a counter to restart the combat if you have enough coins to ,if you don't have enough money in your pocket, then, it's a game over screen for you.

When you win...

When you win a combat, it appears this screen with the puntuation you achieved in the round.


Vs Mode

In this mode, you and your friend have to pick between 8 characters (10 if you have Mr. Big and Mr. Karate unlocked) to start a fight, then, the game will randomly chose one of the 8 stages and the fight will begin.


Credits


HUD



NAME DESCRIPTION
The health bar is an indicator of the ammount of life you still have. It has 2 colors, yellow and red. The yellow part is the health you have, and the red part is the damage that your enemy has inflicted to you. This bar is super important to be well located and clear.
The name of the character you are playing goes there. This HUD component isn't much important but decorative.
It's complicate to see this HUD component in the table, you can watch it clearly in the upside photo. It's just a decoreative HUD to frame the player icon.
The spirit bar is an indicator of the spirit you have. It has 3 colors, green meaning that a lot of spirit remains for you to use, yellow meaning to be careful so you have enough spirit for 1 more hability or 0, and red meaning you don't have enough spirit to perform any hability, This bar is important for the development of the combat, it has to be well located and clearly visible and if it's possible, near the health bar.
The timer is an indicator of the time remaining for the round to end. It starts at 60 seconds and when it reaches 0, the combat stops. It's a vital HUD component that can be useful to planify your development of the combat. It's located in the middle screen beacuse both players have to see it clearly and fast.
The win point component is an indicator to the number of round you have won. Is given to you when you KO the enemy and, if you have 2 of these HUD components in the screen, it means you have won. Each character has a slot to be printed. This component is vital for fighting genre games.
The functionality of this HUD element is to see how many times the player has won against the other player. Is useful to count how many rounds a player have won.

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