User Interface R-UI-1&2

GDD UI Link

Menu system

ViewPort Switching

The viewport is split into Top and Bottom screens for two players and into four quadrents for three and four players.
Three player mode should show an overhead view of the map or simple logo in the fourth quadrant.

A boarder texture helps to seperate the sections.
A final pass is done to anti-aliase the final screen.
It also provide high resolution for low resolution screens by supersampling.

 

Heads-up display

Selection Indicator

Targeting Icon

Health / Damage:
Health shall display as a visual representation of the percentage of health you have remaining. Your health display will accurately and smoothly transition between different states.

A +100 would get you damage points. Scale up the particles sizes, initial forces, and shaders.
A -100 would get you health points if you defend successfully. We should do a defensive shader here too.
The difference between the attackers ForceMeter and the defender's ForceMeter determines the resulting lose or gain in health.

Manna:
Manna incrementor should be a factor of the number of particles on the board and/or the framerate.
This allows us to speed up slower framerates and allow more ammunition on faster machines.

Mana shall display as a visual representation of the percentage of health you have remaining. Your mana display will accurately and smoothly transition between different states.

 

Generalized Controls

Earth, Water, Air
If you have Earth, Water, or Air and pull right trigger the ForceValue is applied to the attack.
If you have Earth, Water, or Air and pull left trigger the ForceValue is subtracted from an attack.
This value is applied to your Manna directly b/c it either places or removes particles from the board.

DA and AOE
Left and Right Triggers modulate the players ForceValue between -100 to 0 to 100, with 0 being NoKeyPressed
Triggers control the defending and attacking forces respectively.
D-pad Left/Right switches between DA and AOE.

Fire / Energy Button:
If you have Fire as the only button selected, left and right triggers pull and push Manna in and out of particles directly causing state changes.

TerrainMod:
Holding down Right Bumper along with Right or Left Trigger Raises and Lowers terrain
If have no buttons are selected, Left and Right triggers terrainMod by default without RightBumper.

MultipleSelections:
Multiple buttons are not allowed at this time excepting combinations of Fire with Earth, Water, or Wind.


Jump:
Air button must be selected to use jump.
Drop the characters manna by the equivelent of shooting 1 particle each time jump is pressed.
Export the jump force to xml so people can't just fly up to the top of the board.

 

Xbox360 Control Mapping

 

 

 

PC Control Mapping


W - Move forward
A - Strafe left
S - Move back
D - Strafe right
Mouse move - Move camera
Escape - End game
F1- Earth selection
F2 - Fire selection
F3 - Water selection
F4 - Air selection

If Fire is active:
   Left mouse - Expel energy into particle in view
   Right mouse - Extract energy from particle in view

If TerrainMod (Left shift) is active:
   Left mouse - Raise terrain
   Right mouse - Lower terrain

Else:
   Left mouse - Attack
   Right mouse - Shield (hold)

1 - Direct attack
2 - Area of Effect attack
Space - Jump

Home