Cleaning Up the User Interface
Cleaning Up the User Interface
As mentioned last week, there was a smaller amount of work to do during this development time because there were fewer lectures and Easter officially began at the end of this week. This means that the main thing we accomplished was cleaning up the game's UI.
As mentioned early in the game's development, including in the Project Proposal, the idea was that once players were taught the name and inputs for the move, they would then be prompted to do the move later with no inputs, requiring them to remember the inputs of their own accord, tying into the memory theme of the game.
In order to include this feature, we refined it a little, and came up with the idea for icons to use, therefore cleaning up the UI when multiple moves would be shown at once. The new UI can be seen in the below screenshots.
While it still needs some polishing in order to properly ensure visual clarity, the icons should hopefully mean that players will not struggle to understand the core conceit of the memory side of the game, as accessibility is important to us.
In addition to this, because later enemies require so many moves in order to defeat, it allows us to expand the number a considerable amount, as we only have to show icons for unlearned moves and means any future updates can be reasonably implemented.
However, an endless mode might not be feasible in terms of UI, though we could still do a much larger series of attacks and still have that work as a more challenging experience for those that seek it out.
On top of all this, we will also begin work on our main menu, documentary, and trailer over the Easter break, and as we move forward, we're excited to see things pick up in the coming weeks as our break wraps up and we keep working on the game. We can't wait to share what we've been up to, so stay tuned for more updates!
Thank you from all of us at The Mishir Corporation!