Noise Hunters Devlog 5 - Suit
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back!
Through out all our posts, you may have noticed some lights on MEVYES's suit. This are not only for aesthetic purpose, they serve as information to the player!
The suit can be separated in three main parts:
- The back "radar"
- Arm, dagger state
- Dagger cooldown
The back "radar": This will warn the player of enemies near, by blinking slightly. We had this idea of a "radar" in previous builds that would warn of enemy type and how close they are, all this shown in the UI. However, we saw that UI overall would be too saturated with elements and decided to scrap the idea for some time. Then, when we used our model for the player, we saw it had some emissive parts, so we decided to adapt the previous iteration, warning the player directly with the suit and without using the UI. Also, we simplified the concept and the made the warning more subtle, creating this way a better immersion.
Arm, dagger state: This will help to show and remind the player when the dagger has been thrown, changing the light from de arm to red.
Dagger cooldown: This will show the player when he can recover the dagger with his "magnet" skill. When the circle is full, the player can recover the dagger using the same input as the throw. We where greatly inspired by the Dead Space UI and tried to follow the integrated user interface in the game world, this way the information we give to player is less intrusive and does not interrupt the experience.
Thanks for reading and don’t make any noise! 🤫
_______________________________________________________
Contact:
Twitter: https://twitter.com/Noise_Hunters
Instagram: https://www.instagram.com/noisehunters/?hl=es
Youtube: https://www.youtube.com/channel/UCL2X-i8jfzZOubewJfed6hQ
Mail: noisehuntersgame@gmail.com
Noise Hunters
Status | Released |
Author | Noise Hunters |
Tags | gamedev, indiedev, indiegame, madewithunity, noisehunters |
Languages | English |
More posts
- Noise Hunters LAUNCH!May 27, 2020
- Noise Hunters Devlog 29 - Discarded: ScouterMay 13, 2020
- Noise Hunters Devlog 28 - Magic RoomsMay 06, 2020
- Noise Hunters Devlog 27 - CommunicationMay 01, 2020
- Noise Hunters Devlog 26 - Choosing 3D modelsApr 27, 2020
- Noise Hunters Devlog 25 - UMotionApr 24, 2020
- Noise Hunters Devlog 24 - The Difference of Post-ProcessingApr 21, 2020
- Noise Hunters Devlog 23 - Discarded: CameraApr 19, 2020
- Noise Hunters Devlog 22 - PredatorApr 17, 2020
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