UI Overhaul and progression logic

ToW

Over the past few days, the UI has seen some huge changes and alterations. Anything from repositioning, size adjustments and color changes. With this, we’ve also changed parts of our progression logic. Our progression system is going hand-in-hand with the player’s vehicle and map purchases, where the purchase of maps sets the currency cap (limiting the purchase of new vehicles, unless the new map has been bought - increasing the currency cap) - Most maps also rely on you purchasing a specific vehicle as well.

  • UI overhaul: This has been one of the more challenging tasks, due to repetetive testing, and manual implementation across all playable maps. The UI changes have taken more ergonomic-centered design into account, and have resulted in a more enjoyable experience whilst playing. The alterations in design, also prompted some design changes of certain elements:

    • Turret direction buttons have been redesigned to take up less space.

    • Health and fuel bars have increased in size.

    • Currency & Ammo counters have increased size and changed font.

    • Speedometer (SpeedSlider): Changed position, removed a reverse step (now, there’s only 1 reverse speed), implementation of text element to clarify early that it is the element for adjusting speed.

  • Progression system changes: There has now been implemented a currency “lock” throughout the playable maps, directly correlating with the maps the player has purchased. This change also applies to the collection of flags (map element) which gives bonus currency. This logic has also been carrried onto the other scenes of the game, such as the map selection and garage.

Abbi

Hi! I like games, and think that they’re the ultimate form of art; combining music, color and story - all in one product.

Trying to create a game development company here - brb!

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