General step-by-step of how he escaped my brain. I dont know what the hell is going on with his hand in the one, haha.
Tuesday, July 31, 2012
How to Hillbilly
Relic Ball: Stores and Interfaces 4
Just about done., a few tweaks then it's on to cutting this bad-boy apart so Tim can make heads or tails of it in the code.
Monday, July 30, 2012
Baloon Hips
Played around with warped proportions... Hard time blending still. Turned out flatter than I expected, and even after goin' back in an playing with lighting couldn't fix it.
Sunday, July 29, 2012
Saturday, July 28, 2012
Relic Ball: Stores and Interfaces 3
Another updated shot of the working prototype for the Relic Ball store. As you can see a lot of small adjustments as I've moved on to making alternate windows. None of this probably makes sense out of context, but hopefully it will all come together in the final build.
Essentially though, the left panel is used as a filter menu to narrow down the amount of objects that a player can scroll through. These filters help define what an object is in code and hopefully make it easy enough to find what your looking for. This is essential to our game because we have so many objects that using traditional store designs typically found in social games doesn't work as well here. So we adapted a style similar to The Sims Social which also has to deal with a huge bulk of items that players have to scroll through.
Friday, July 27, 2012
Relic Ball: Stores and Interfaces 2
Newest Updates to the store design. Designing tabs and filters. Not happy with the actually item cards though. Something about them just isn't pleasing to look at. And the full store still needs a lot of polish. Generally pleased with how the filter sections looks.
Have to fix this card problem before I move on to the other pages.
As you can see trash objects start filling up the space everywhere as I am usually too afraid to delete anything.
Thursday, July 26, 2012
Relic Ball: Stores and Interfaces
Hey everyone, while I am going to try and do my best with posting as frequently as possible, I have had a few family issues that shot things out of whack. But I'm trying to get back in the game now, and one of the first projects I absolutely must tackle is the design of the store for the upcoming game Relic Ball.
Hit and miss, I will try and update as I begin the process of designing the aesthetics of this. The hard part comes from trying to play around with different scenarios in your head. What would a user do? How would they respond to this or that? Does it makes sense?
It will be interesting to see how this develops over time. Hope you enjoy!
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| The only part worked on right now is the large card pop up which focuses on a certain selected item revealing useful info. |
Unfortunately, progress is slow. The functionality is largely done for the prototype, but it is taking me a long time really nail down the details and the general layout.
It will be interesting to see how this develops over time. Hope you enjoy!
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