[Concept #4] Sanctum Interface
Hi everyone,
I am still working on the sub-menus, partially implementing them while also designing the ones left.
However, I made a step to the side and tackled something else the last days, as well: The "Map" Interface.
This will basically be displayed while you are exploring a Sanctum (Dungeon) and can be seen as a guide for all the various mechanics in there.
So, why not just show you what I did in a new Concept Log? As last time, this is still only a picture construct and not implemented yet.
Note: This devlog might be (partly) outdated.
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The Sanctum Interface
As you can see, there are actually quite a lot of things going on - so let us go through them step by step.
The interface in general can be divided into three segments: The Status (up to the bottom of the compass), the Bars (4 parts) and the Text (Gab Window and Navigation Bar).
The Status presents the following information:
- Energy - : This is used with various puzzles (Obstacles) and dungeon hazards (like traps). They are basically your Life outside combat.
- Miasma - : Each Sanctum will be on a time limit. This limit will refresh itself under certain conditions (like touching a Save Point).
- Power - : This will be consumed when using Field Abilities (traversal or activation, for example). It replenishes by itself when standing still.
- Encounters, Obstacles and Treasures -: This displays how many of each are still available within the current Sanctum Section.
- Location -: Shows the current Floor you are on (vertical level).
- Bonus Goals -: These icons mark if you have found the hidden Passage of the Section, as well as any additional Collectibles (if available).
- Compass-: As reviewed in an older Devlog, this will show you certain events via proximity and enables a toggleable Map. (Can be disabled)
There are also additional mechanics involved in some of the above:
- Difficulty and Master Mode-: These two will affect your maximum available Energy and Miasma time limit.
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The Bars present the following information:
- [H]eat, [C]old -: When entering an area without proper resistance against those elements, these bars will display your available duration.
- [B]reath - : When entering an area without air or the ability to neglect it, this bar will display your available duration.
- [T]ime -: When activating something on a timer, these bars will display up to two simultaneously running time limits.
There are also additional mechanics involved:
- Duration -: The time available can potentially differ (at least with Time). The dots for each bar represent 20% duration each.
- Resistance -: You may gain Field Abilities which either increase your Duration (time limit) or make you invulnerable against some hazards entirely.
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The Text presents the following information:
- Gab Window -: This will show you short text messages for either flavour text or - more importantly - triggered events (like an opened door).
- Navigation Bar -: As usual, this bar will display all available commands like Map, Movement Speed, Field Abilities, etc.
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A final note:
As you may have already guessed, the interface will not always display everything. It will adjust in various ways to show only the necessary information and keep it as simple as possible. The following "reactions" will apply:
- Status -: Only the upper bar and compass will always be displayed (the latter can be disabled). The rest of the interface will only appear if you stand idle for a few seconds. As soon as you move, it will disappear again.
- Bars -: These will only be displayed if the environment makes them necessary. As soon as this is no longer the case, they will disappear.
- Text -: Only the navigation bar will always be displayed. The gab window appears for some seconds when triggered and disappears afterwards.
This means that most of the time, the interface will look more like this:
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End of Concept Log
Working on this was actually quite some fun - and while I still have to implement all of this in the future, I think it will be entertaining as well, to say the least.
Anyway, I will probably return to the sub-menus now, again. I have already designed the Input Menu and thought out the options and additional features - but I am not quite done yet.
As soon as I am however, you can probably expect another Concept Log some time in the future.
Like always, thank you for reading and have a nice week, everyone.
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Late Shape - Project
Changeable Dungeon Exploration. (Devlog/Betas)
Status | Prototype |
Author | Salbei |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Exploration, Fantasy, Turn-based |
Languages | English |
More posts
- [Update #15] Version B.0.6.5Oct 01, 2023
- [Special #6] Concept Log OverviewAug 09, 2023
- [Concept #9] Unreach ModeAug 09, 2023
- [Announce] Updated Page/Log LayoutJul 29, 2023
- [Concept #8] Field AbilitiesJul 21, 2023
- [Update #14] Version B.0.6.0Jul 15, 2023
- [Concept #7] Battle AbilitiesJun 27, 2023
- [Special #5] Mini-Update Part IIJun 11, 2023
- [Special #4] Mini-Update Part IApr 12, 2023
- [Concept #6] Game StructureApr 12, 2023
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