This section defines the user interface (UI) elements and control scheme for the game. It outlines how players will interact with the game world and access information. A well-designed UI should be intuitive, user-friendly, and visually consistent with the overall art style.
Tasks:
[x] UI Layout: Define the overall layout and organization of UI elements across different screens (e.g., Menus, Inventory, Health Bar, Minimap). Consider how these elements will be arranged on the screen for optimal clarity and ease of access.
[x] Visual Design: Ensure the UI elements visually align with the chosen art style for a cohesive look. This includes defining styles for buttons, menus, text elements, and any other visual components of the UI
[x] Input Mapping: Specify the controls for various actions within the game (e.g., Movement, Jumping, Attacking, Using Items). Consider both keyboard/mouse and potential gamepad compatibility if applicable. Prioritize intuitive and responsive control mapping that feels natural for the chosen genre.
[x] Control Scheme Iteration: Plan for potential playtesting and user feedback to refine and iterate on the control scheme. This may involve adjusting button layouts, responsiveness, or adding alternative control options based on player experience.
This issue can be closed. The "Interface and Controls" section of the GDD has been drafted, laying the groundwork for a user-friendly and thematically cohesive experience in "Project Cipher":
UI Layout: A minimalist approach prioritizes clarity without obstructing the viewable area. Cyberpunk aesthetics are emphasized through glowing elements and neon accents. Health bars and other UI elements might be integrated within tilemap "in-fill" areas. A minimap, if implemented, will adhere to the same visual style.
Visual Design: Electronic and glowing elements dominate the UI's visual design, complemented by a limited color palette with vibrant neon accents. Subtle animations and transitions can enhance polish.
Input Mapping: Keyboard/mouse and controller support are planned, with an emphasis on intuitive and responsive control schemes for each. Players can remap controls to their preference using Unity's new input system.
Control Scheme Iteration: An initial control scheme will be developed and refined through playtesting and user feedback. Responsiveness, button layout effectiveness, and potential needs for alternative control options will be evaluated.
UI Customization Options: A dedicated options menu might offer players the ability to customize UI element transparency, size, and information display preferences (enemy health bars, damage numbers, minimap). Accessibility features like colorblind modes and remapping granularity can also be considered.
This section defines the user interface (UI) elements and control scheme for the game. It outlines how players will interact with the game world and access information. A well-designed UI should be intuitive, user-friendly, and visually consistent with the overall art style.
Tasks: