June 27th 2018 Updates Hey there ! So this update is a little bit overdue, but I still wanted to post it.
I've been working on the battle system more and I thought it would be cool to show the iterations I went through for the throwing mechanic.
The aiming aspect of the throwing is super straight forward. Aim more to the left, aim more to the right. Easy. But once you've picked an angle, you have to select how much power you'll throw with, a la Worms or Gunbound. This control for me was more of a challenge..
#1
My first attempt. I liked how this looked, but it didn't play well. With only 4 levels of power it was very difficult to shoot precisely. You might overshoot, step one power level down the next shot, and undershoot. I tried a few things to remedy this, adding more dots (was ugly), allowing for greater angle precision (was confusing), etc. But I had to face facts that I needed a MUCH MORE precise power control...
#2
So I tried something like this. Much greater precision. Instead of 4 levels of power this has a range of something like 0-50. And I even liked how this looked ! However, I knew that without any visual markings to indicate how much power you were using (other than the length of the arrow) it was going to be frustrating to adjust your power on the next turn. Even when I tried to put a little tick mark showing how much power you used previously, the relatively small size of the arrow still meant a lack of precision...
#3
So I added some measurement markings ! This worked a littttttle bit better. But, I didn't like how it looked. And it was also hard to be precise, because again, not a lot of space for the visual indication of power.
#4
This was just a quirky idea. Kind of thinking of the gauge more like a spring. I like how it made the ball seem to launch like a pinball. But it still had the same problems as the previous control. It was also kind of confusing..
#5
Decided to bite the bullet and make a radial power gauge. And it instantly felt better ! A much wider range of power possibilities now that the gauge takes more area. And the tick marks instantly give you something to base your power on. Plus the "last shot tick" lets you make adjustments relative the last shot. It's nothing ground breaking UI wise, but it feels good and I'm almost happy. I just have to...
#6
Remove that arrow ! And now I am happy with the look and the feel of this UI : ]
These little GIFs focus on the look of the UI, but I was equally concerned with feel. For each iteration I was testing the UI in a mockup battle scene. A test bed where I had to be precise with my shots. If the UI wasn't capable of that task, it was on to the next one.
I have a good deal more of the battle system done. But I'll leave that for another update. Here's a taste:
Also working on the environment for an "early look" demo:
More info on that demo to come... : ]
Let me know what you think !
Thanks for checking out my progress !