In this feature, the main user interface will be designed and implemented. Elements and functions such as the main map, mini-map, and inventories will be included. These elements provide visual aesthetics, colour schemes, and the overall appeal of the user interface. Then, the character's nickname, health bars, levels, weapons, buffs, and debuffs will be implemented and displayed. This is to provide the responsiveness of the interface to player inputs and player's in-game engagement. Additionally, since the UI holds a large range of designs and functions, frequent communication and discussion with the other teams are required.
SubFeature/component (optional)
Name: the character's name in game
Health bar: how much health the player has currently
Levels: The player's current levels
Weapons: tools made by human
Inventory: Collection notification
Buffs: Periodical Add-on benefits
Debuffs: Periodical affection dealt by enemies
Quests - Displaying dialog when message received
Animals - Animals and its amount collected by the player
Dialogue box: optional interaction between player and npc.
Examples (optional)
Health Bar: a visual representation of how much energy or life force we have left as we progress through the game
Inventory: a common UI feature where one can view all the items that have been collected thus far.
Dependencies
T1, Animals #4
T10, Combat #7
Milestones
[x] [Completion of Hunger bar - Pratul] #42 (Aug 29)
[x] [Completion of Experience bar - Jared] #84 (Aug 29)
[x] [Completion of Health bar - Christian] #36 (Aug 29)
[x] [Completion of Player Icon - Amos] #91 (Aug 29)
[ ] [Completion of Player Name - Arthur] #46 (Aug 29)
[x] [Completion of DialogBox Class - Whole Team ] #48 (Aug 22)
Description
In this feature, the main user interface will be designed and implemented. Elements and functions such as the main map, mini-map, and inventories will be included. These elements provide visual aesthetics, colour schemes, and the overall appeal of the user interface. Then, the character's nickname, health bars, levels, weapons, buffs, and debuffs will be implemented and displayed. This is to provide the responsiveness of the interface to player inputs and player's in-game engagement. Additionally, since the UI holds a large range of designs and functions, frequent communication and discussion with the other teams are required.
SubFeature/component (optional)
Examples (optional)
Dependencies
T1, Animals #4 T10, Combat #7
Milestones
Completion Deadline: Aug. 29
Extras
Documentation
Members