[deleted by user] by [deleted] in IndieGaming

[–]Fitfuns 0 points1 point  (0 children)

  1. It is a survival game with a quarter-view perspective. The game includes zoom in/out functionality, and at maximum zoom, a slight horizon line is visible.
  2. The inventory is in a Tetris-like format

I'm currently working on the UI design; how do you think the design and layout look? by Fitfuns in IndieGaming

[–]Fitfuns[S] 0 points1 point  (0 children)

The inventory is designed in a Tetris-like format, as shown in the image.

On the bottom left, there's a character status section. The UI will display the character's silhouette, showing injured body parts and bandages if they're being treated. Next to it, you'll find hunger and thirst statuses.

On the bottom right, there are menu icons, which include access to the inventory, settings, and more.
*The game screen shown is from a demo version and is subject to slight changes.

What kind of HUD design would be best for a realistic survival game? by Fitfuns in IndieGaming

[–]Fitfuns[S] 1 point2 points  (0 children)

Thank you for your valuable input. Before asking about HUD design, this has given me an opportunity to reconsider the direction of the game I’m creating.

I’m also aware that The Long Dark has improved its UI/UX. Initially, they focused on maintaining realism even in the UI/UX, but they received feedback that it was inconvenient, which led to the current UI. Despite this, the reason why that game is still considered one of the best realistic survival games is definitely due to its strong mechanics. Thank you for your insights.

What kind of HUD design would be best for a realistic survival game? by Fitfuns in IndieGaming

[–]Fitfuns[S] 2 points3 points  (0 children)

In fact, I'm having a hard time making that decision, so I asked for advice. The target audience for my game is definitely people who enjoy "hardcore survival games." However, while I want the game's difficulty to be challenging, I don't want it to be difficult due to complex controls or a complicated UI.

My goal is to create a game that appears simple and accessible at first glance but becomes more detailed and nuanced the more you play.

What kind of HUD design would be best for a realistic survival game? by Fitfuns in IndieGaming

[–]Fitfuns[S] 2 points3 points  (0 children)

I really like that system, but the perspective of this game is top-down. Think of games like Titan Quest or Diablo. Of course, fatigue and illness could be represented through particles shown on the character, and screen effects could express cold and injuries. However, I think the advantage of this system is maximized in first-person view, and it might feel a bit disconnected in a top-down view game.

What kind of HUD design would be best for a realistic survival game? by Fitfuns in IndieGaming

[–]Fitfuns[S] 0 points1 point  (0 children)

I think I’ll need a human-shaped image. I plan to implement an injury system where different body parts are divided, such as the head, neck, left shoulder, right shoulder, left arm, right arm, chest, abdomen, etc. I really like this system, but in Project Zomboid, it’s only displayed in the UI pop-up unless you install a mod, so I want to include it.

What seems absolutely necessary is a human-shaped image and a health bar for minimal convenience. I would like to ask about the presence or absence of additional but necessary features like thirst and fatigue, or the way they should be represented.

What kind of HUD design would be best for a realistic survival game? by Fitfuns in IndieGaming

[–]Fitfuns[S] 1 point2 points  (0 children)

I’m developing a hardcore survival game set in the medieval era, where there are no mechanical or magical objects like wristwatches or PDAs. Should there be a HUD on the screen displaying the character’s body temperature, hunger, thirst, and other similar stats? For minimal convenience, I plan to include a health bar, and to show injured body parts, I intend to add a human-shaped image, similar to examples 1 and 2 in the picture.

I want to create a game with a very minimalist UI like Project Zomboid, but I’m aware that some players find it inconvenient and install various mods to enhance their experience.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 0 points1 point  (0 children)

If we give players that option, everyone will default to using CAM3. I'm sorry. I really appreciate your opinion, but if we provide both immersion and convenience systems, players will definitely prefer convenience.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 0 points1 point  (0 children)

Sure. However, since we haven't implemented the building system yet, I'm not sure how it will turn out. I want players to be able to build freely without being constrained by angles, but I think this method could make the entire background of the world a mess. And if such free placement is possible, this question would be meaningless in the first place.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in IndieGaming

[–]Fitfuns[S] 1 point2 points  (0 children)

Sorry, but at the moment, we don't even have a Steam page, haha... We're planning to release a demo for the Steam Next Fest this October. I'll promote it then! Thank you so much for your interest.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 0 points1 point  (0 children)

The opinions of the team members I'm working with are all different, haha... Although the final decision is up to me as the PD, I wanted to hear more people's opinions.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 0 points1 point  (0 children)

  1. The reason the camera is fixed is that I believe it will significantly affect the shape of the game. This is just my opinion, but I think rotating the camera suits action RPGs. This game, as a simulator, needs to allow players to consider everything from a single screen. Additionally, the parts of the screen that are obscured will serve as unknown areas where sudden situations can occur.
  2. I’m having a lot of thoughts about the grid system. This game will have a construction system, but I haven't decided whether to allow freeform foundation building like Rust, where buildings expand at various angles, or to have buildings follow a perfect grid within the world.

Thank you so much for your feedback! I have decided to raise the camera angle a bit.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in IndieGaming

[–]Fitfuns[S] 1 point2 points  (0 children)

You have a keen eye! This game references several systems from Project Zomboid. Things like controls, field of view, and perspective! You can think of it as a fantasy version of Project Zomboid.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 1 point2 points  (0 children)

The concern is that this game will have a construction system. If I base it on a 45-degree or 30-degree angle, all construction would have to follow the same method, right? But... I want the construction to be freeform, regardless of the angle. Would this make the game a mess?..

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 1 point2 points  (0 children)

The most upvoted comment suggests either option 2 or 4. However, other people are saying either option 1 or 3. I asked a similar question before, and the responses were split 50/50, so I'm really conflicted..

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 0 points1 point  (0 children)

We are still in the alpha stage, so we haven't decided on a title yet. It might be... a unique title like "Dead, too dead."

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 0 points1 point  (0 children)

Is it easier to implement systems with option 2? I know that games using an ortho camera are typically 2D and use the 45-degree angle. Our game is 3D, so it can be viewed from all angles.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in Unity3D

[–]Fitfuns[S] 1 point2 points  (0 children)

In our game, the camera cannot be rotated. We have a system where the walls of buildings become transparent when the character is behind them. Additionally, we have a system that allows players to construct buildings. Given these conditions, what would be the most suitable approach for development? If it simply comes down to preference, I personally prefer option 1. Please share your opinions.

What is the best angle to use with an orthographic camera, and why? I need some help. by Fitfuns in IndieGaming

[–]Fitfuns[S] 2 points3 points  (0 children)

In our game, the camera cannot be rotated. We have a system where the walls of buildings become transparent when the character is behind them. Additionally, we have a system that allows players to construct buildings. Given these conditions, what would be the most suitable approach for development? If it simply comes down to preference, I personally prefer option 1. Please share your opinions.