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#5 | Designing The UI 00000 00 0𝑥0000000

21,721 views • 7 months ago •via X (Twitter)

20 Comments

Stephen Ddungu's profile picture
Stephen Ddungu7 months ago

@StephenDGames @0x0000000_game More on the project: ▫️

ClockworkzA͆̑̑̅ͨIͩ̀̋̎͋'s profile picture
ClockworkzA͆̑̑̅ͨIͩ̀̋̎͋7 months ago

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

STEPHEN DDUNGU | GAMES's profile picture
STEPHEN DDUNGU | GAMES7 months ago

@0x0000000_game 🤔📝

Xia's profile picture
Xia7 months ago

@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.

STEPHEN DDUNGU | GAMES's profile picture
STEPHEN DDUNGU | GAMES7 months ago

@0x0000000_game I like the sound of that 🤔📝…

lefty.v0's profile picture
lefty.v07 months ago

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

STEPHEN DDUNGU | GAMES's profile picture
STEPHEN DDUNGU | GAMES7 months ago

@0x0000000_game Glad you like it! You’ll be able to wishlist it once the next trailer drops… And I’m using the RanGE engine. (I also made a free course on it)

lefty.v0's profile picture
lefty.v07 months ago

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

Cheese Central's profile picture
Cheese Central7 months ago

@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.

STEPHEN DDUNGU | GAMES's profile picture
STEPHEN DDUNGU | GAMES7 months ago

@0x0000000_game That would look sick 📝🔥

Love2Dream's profile picture
Love2Dream7 months ago

@0x0000000_game Would put the Timer on the floor

STEPHEN DDUNGU | GAMES's profile picture
STEPHEN DDUNGU | GAMES7 months ago

@0x0000000_game 🤔📝…

David's profile picture
David7 months ago

@0x0000000_game wait, I want this

Ernest Placido's profile picture
Ernest Placido7 months ago

@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.

STEPHEN DDUNGU | GAMES's profile picture
STEPHEN DDUNGU | GAMES7 months ago

@0x0000000_game Would be interesting… 🤔📝

Ernest Placido's profile picture
Ernest Placido7 months ago

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

STEPHEN DDUNGU | GAMES's profile picture
STEPHEN DDUNGU | GAMES7 months ago

@0x0000000_game Thank you! I most definitely will do 💪🏾‼️

Toji's profile picture
Toji7 months ago

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

Kirugi's profile picture
Kirugi7 months ago

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

STEPHEN DDUNGU | GAMES's profile picture
STEPHEN DDUNGU | GAMES7 months ago

To mitigate that, there’s 2 aims when designing the UI: 1.) to only present what the player needs to see in each ‘gameplay state’ 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, it’s not at a capacity that’s overly problematic for the player’s experience.

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