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#Actuallonedrow1

Posted 09 November 2012 - 11:17 AM

Here is the second installment of interface design, this time for tactical mode.

[attachment=12187:Interface Tactical.jpg]

REMEMBER, this is for tactical mode

EDIT: Here is the control scheme for the action screen

Left analog: movement
right analog: camera
L3: toggle holographic interface
R3: activate special abilities
LB: secondary interfaces
RB: tertiary interfaces
LT: light attack
RT: heavy attack
A: interact (pick up items, doors, talk, reload, hold to sprint)
X: block
Y: jump
B: enter inventory/map/etc. menus
D-pad: switch between interfaces, and change camera zooms.
LB and RB will, when held, show the secondary and tertiary menus for the D-pad and action buttons, for which the player can assign skills, items, etc.

As you can see, the HUD remains the same, however in tactical mode the skills in the secondary and tertiary menus will be those for more "tactical abilities" (IE; these menus are assigned seperately from the combo mode abilities - features placement spells, AoE abilities, group debuffs/buffs, etc.). We are displaying relatively the same information for the enemies, but in a different way that I believe facilitates this kind of gameplay.

In tactical mode, I hope to add a feature to group monsters together, as in the screenshot. Grouped monsters will have a holographic sqare above them that will display number of monsters, average health (through color - bright red = more HP, dark red = less HP, etc) of the inner square, and any status effects through color on the outer square (IE; green for poison);. Also, monsters within 15 feet of the player will be highlighted in red.

When the player is casting an ability, the area to be affected will appear as a holographic reticule. A simple concept, but a very effective one. Depending on the ability, the reticule will be bigger or smaller.

If the holographic menu is toggled, the player will be able to see the holo-interfaces of all party members within view. In addition, the player becomes horizontally centered on the screen, and the crosshair is removed. It should be noted that the player can still use LT and RT to initiate attacks. Also, the control scheme between Combo and Tactical mode remains the same - the information is just displayed differently, and different options are available for skills.

The camera for this mode should provide a slightly more overhead or elevated view, but I had difficulty finding a character model for this.

Like always, any comments, suggestions, etc. are appreciated.

#1lonedrow1

Posted 09 November 2012 - 10:49 AM

Here is the second installment of interface design, this time for tactical mode.

[attachment=12187:Interface Tactical.jpg]

REMEMBER, this is for tactical mode

As you can see, the HUD remains the same, however in tactical mode the skills in the secondary and tertiary menus will be those for more "tactical abilities" (IE; these menus are assigned seperately from the combo mode abilities - features placement spells, AoE abilities, group debuffs/buffs, etc.). We are displaying relatively the same information for the enemies, but in a different way that I believe facilitates this kind of gameplay.

In tactical mode, I hope to add a feature to group monsters together, as in the screenshot. Grouped monsters will have a holographic sqare above them that will display number of monsters, average health (through color - bright red = more HP, dark red = less HP, etc) of the inner square, and any status effects through color on the outer square (IE; green for poison);. Also, monsters within 15 feet of the player will be highlighted in red.

When the player is casting an ability, the area to be affected will appear as a holographic reticule. A simple concept, but a very effective one. Depending on the ability, the reticule will be bigger or smaller.

If the holographic menu is toggled, the player will be able to see the holo-interfaces of all party members within view. In addition, the player becomes horizontally centered on the screen, and the crosshair is removed. It should be noted that the player can still use LT and RT to initiate attacks. Also, the control scheme between Combo and Tactical mode remains the same - the information is just displayed differently, and different options are available for skills.

The camera for this mode should provide a slightly more overhead or elevated view, but I had difficulty finding a character model for this.

Like always, any comments, suggestions, etc. are appreciated.

PARTNERS