User Interface and death
Quest Complete Dialog

Sooner or later every player will have to face it… death. But before I can kill off the player without mercy, I need to at least let them know of their health and when they take damage.

Damage text, yellow normal, cyan critical hit

Damage text, yellow normal, cyan critical hit

This is the early design of the player window with health and energy.  Damage text comes up from the player and fades out.  Normal damage is yellow and critical hits are cyan.  But what good is damage if you can’t die?

No health, dead player

No health, dead player

But death isn’t the best outcome.  Instead, we want the players to enjoy completing the quest with a reward.  As such, I added a quest complete dialog with some particle effects over the gold coins.

Quest Complete Dialog

Ohhh, shiney

 

 

Avatar photo

About

I'm a long term gamer who has been playing games since the TRS-80 days. After a few decades of working in Information Technology field, I decided to pursue my passion for games and started making them. Being a solo indie developer can be difficult at times. However, I enjoy wearing many different hats and the challenge.

Leave a Reply

Your email address will not be published. Required fields are marked *