I did my first test with explosions in Maya, and I am pleased with the results. This short clip is a demonstration of what can be done with pre-rendered fluid effects, without needing to rely on in-game particles.
Whether we decide to go with in-game particles or pre-rendered effects, I am confident that the end result will look fantastic.
Here’s the comp and wireframe for the site.
This was my initial concept of a user interface for Iron Horizon. I wanted to keep the design sleek and minimalistic, while keeping the user informed of everything they need to know as they’re slinging projectiles across the field.
After our first team discussion about it, some concerns were raised:
- The grid should be more prominent, as it is the main interaction the user will have with the game
- Text will be difficult to read through the goggles during gameplay
- Life bars and numerical values are unnecessary
- The “shape” of the attack damage should be indicated
In an updated version of the design, these issues have been addressed. One consistent criticism of this followup design is that the cooldown timer is too large and gaudy. Game timers can be represented in many ways, so this is not a large obstacle. Another concern was that the grid still appears small, but the size of the grid in its actual implementation will depend on the number of selectable spaces (a 6×6 grid will appear much larger than a 10×10 grid). Depicted is a 16×16 grid.