NokiMo
Sidenius
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User Interface

There has barely been any UI in the game so far, just a small dot where the mouse is pointing and a highlighted area when breathing fire on the ground. In some older videos there was also a kind of rotating bar that showed the rotation of the dragon, but I removed it eventually until I had time to make something better. In the initial playable builds, the plan is to include this kind of flight indicator, a bar compass at the top of the screen, an indicator for the wings angle of attack, and a better cursor for the mouse. Additional elements related to gameplay like health, fire "fuel", etc will be added when those features get implemented. Most elements can be toggled on and off, and also have them fade away when not needed as to not obstruct the view. A UI that is too cluttered and flashy immediately starts looking like a cheap mobile game, which reminds me that some unscrupulous mobile game studio actually stole one of my videos a while ago for their ads and added a fake mobile game UI passing it off as their own game. I guess no one would click on their ad if they showed what the game really looked like, but it does feel oddly flattering that they thought my video in particular would generate a lot of impressions.

Comments

Urgh, thise mobile ads companies are awful. I think subtlety would really suit your game. Newer approaches in that area are more VFX focused, so something happening to the character (like an emissiive buildup where the fire is stored in the dragon) rather than traditional icons, or even wind FX to show the location of a goal rather than maps and pointers (like Ghost of Tushima). Given your main focus is exploring the senses of another animal these types of routes may pay dividends, I'm excited to see the end result in any case.

Hector Westcroft

Great, I rarely check FB so let me know if you see anything interesting!

Gustaf

Hey I see your videos everywhere on Facebook, I’ll keep an eye out for scams! I look forward to the UI idea.

Slim


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