Black Angel
Arcane
Why not? Should be a spectacular view once you let the bodies hit the floor.Too disco floor.Why not do it like AoD and have overlapping squares for movement and attacks/actions?
Why not? Should be a spectacular view once you let the bodies hit the floor.Too disco floor.Why not do it like AoD and have overlapping squares for movement and attacks/actions?
We didn't have a chance to improve the GUI yet and the list of things I want to change is very long but I suspect it will be done last. Overall, the red squares represent your attack range which is kinda important. The text messages do tell you if the target is out of your range but it would be nice to have a visual indication as well.I am digging everything so far, but I still wish you would remove those red squares on the ground. They make the screen look so clustered and ugly. You have beautiful environment design. Do not ruin the it with those squares appearing during combat.
As many as humanly possible. The red tiles will be gone soon.This keeps looking better and better Vince. The snippets of text are mostly straight forward and without any hints of violet, other than the previously mentioned shuddering etc. I have to second Hiver's recommendation of using real chemicals, i.e. chlorine, rather than "poisonous gas". Ammonia, sulfuric or phosphoric acid, anything that is quasi-realistic and doesn't feel gamey appears to suit your setting.
Looking at the screens and reading the comments about the red squares does make me wonder what sort of options I'll have to tune the feedback levels during combat.
Right now it's always on, always off, only when in cover or blocked by a wall or object.Before I jump in with some suggestions, can you briefly talk about what combat overlays and information you intend to be customizable - including character outlines? I think there's broadly 4 classes of feedback levels:
- Always On
- Always Off
- On Hover
- On Toggle
That's the idea. We want the player to be able to turn things on and off as needed, including the textbox itself.I can't help but look at that last image and be a bit worried about the information clutter and all the icons everywhere. I can tell that underneath all the status icons/shields, outlines and ground overlays (keeping the basic gui panels on top/left/bottom) there's good artistry there, but it's hard to appreciate underneath the clutter. I think if you make it a goal to both present all the information a player could need, while at the same time letting the veterans remove some of the always-on stuff, it would be appreciated by your fans. Hell, I would appreciate it.
Right now it's always on, always off, only when in cover or blocked by a wall or object.
[GUI Element: Preferred default, other options]
Character outline: off, on hover, on toggle
Movement range: always on, on toggle
Weapon range: on hover+on toggle, always on
Cover status (environment): on hover+on toggle,
Cover status (character): on hover+on toggle,
Character status (shield bars): on hover+on toggle