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#5 | Designing The UI 00000 00 0๐ฅ0000000
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@StephenDGames @0x0000000_game More on the project: โซ๏ธ

@StephenDGames @0x0000000_game I will put it in the world where the world become more obstract and more things gets deleted

@0x0000000_game ๐ค๐

@StephenDGames @0x0000000_game Timer could perhaps reflect in the arena itself, wherein as time runs out, the arena slowly gets more and more unstable, enemies begin to flicker, perhaps the music becomes more urgent, playing into how this game is supposed to be in relation to sword of symphony.

@0x0000000_game I like the sound of that ๐ค๐โฆ

@0x0000000_game Just found out about this! I wanna wishlist this game. Looks so much fun. How are you developing this?

@0x0000000_game Glad you like it! Youโll be able to wishlist it once the next trailer dropsโฆ And Iโm using the RanGE engine. (I also made a free course on it)

@0x0000000_game Thank you so much! Will be wishlisting this.

@StephenDGames @0x0000000_game I imagine a giant analog clock hanging above the center of the arena, ticking away, always facing your direction. The player would need to look up to see how much time remains.

@0x0000000_game That would look sick ๐๐ฅ

@0x0000000_game Would put the Timer on the floor

@0x0000000_game ๐ค๐โฆ

@0x0000000_game wait, I want this

@StephenDGames @0x0000000_game A big clock that appears underneath the player's feet as time is running out (like final minute). I'm ok with having it hidden the rest of the time, might help with tension. But maybe have a diegetic pop up informing the player of how much total time they have at the start.

@0x0000000_game Would be interestingโฆ ๐ค๐

@StephenDGames @0x0000000_game Ayy glad to hear you find my idea interesting! Fascinated with your project, keep up the hard work!

@0x0000000_game Thank you! I most definitely will do ๐ช๐พโผ๏ธ

@0x0000000_game This would be peak though Can we playtest n review before it releases

@StephenDGames @0x0000000_game Im curious, when you work over on the UI. Do you have problem like overllaping another UI?

To mitigate that, thereโs 2 aims when designing the UI: 1.) to only present what the player needs to see in each โgameplay stateโ and remove all other elements. 2.) for the UI elements that appear in the same gameplay state, have them occupy either opposing directions or the negative space as much as possible (e.g: the images below) The result is UI that will generally never have that issue and if it ever arises, itโs not at a capacity thatโs overly problematic for the playerโs experience.
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