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Connor Swanson

Action/platformer Interface Design

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So I am designing the interface for a game called Depth.  It is a third-person action/platformer that takes place in an expansive underground cave system.  The story begins as a treasure hunt/thrill for the main character before he becomes trapped in the cave and has to find his way out. 

 

For the interface, I am going for a minimalistic approach.  So for much of the time, the screen will be almost completely clear.  The health will be tracked as red misting that appears around the outside of the screen and gets thicker with more damage taken.  The equipment bar will appear in the bottom right corner of the screen when the player draws his weapon, swaps weapon, uses secondary equipment, or swaps secondary equipment.  The one constant graphic on the screen will be the waypoint.  This will simply point the player in the right direction to advance the story. 

 

I am looking for feedback about what I have and any suggestions that you think would improve the design.

 

What do you like or dislike about this type of interface?

 

What do you expect to see in action/platformers?

 

What are some pitfalls to avoid when creating for this genre?

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Sounds good. I personally like the "screen turns red" style of health bar although some don't.

 

Regarding the waypoint, this is the only thing that I'm cautious of. You have to be careful not to spoil the game for the player with it.

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