To reveal the Stat boxes from each button the player will have to learn that they can access this information by touching and holding down on a Tower or Upgrade button. Once their finger releases the stat box disappears however the tower buttons will still remain. The button menu will not vanish until the player has made up their mind on what tower to tap on and deploy. Alternatively the player could tap elsewhere on the screen (that is not a Hex Cell) to cancel their action.
Coloured Tower butons are toned down, made to be smaler and less bright.
Black bands are used for distinction the HUD at the top.
New typeface implemented to give a thicker futuristic feel.
Lighting in the Game “Pid “
Im thinking to light the level simular to “Pid”. I want orangy-yelow light to seep through the smoke to emulate a battle deep below the hex grid to give the game the feel of impending doom! It will keep the player on their toes and immersed.
I like the way the cave background is simply faceted with no overbearing textures. The lightning in this scene produces shadows and silhouettes that make up the detail and gives a great dreamy atmosphere the different moods this game gives is another factor that drives the player to continue with the game.
A GUi that is incorporated within gameplay and is not part of a Heads-Up-Display is Diegetic. It is a system that is part of the level rather than it being in a menu. Eg. the player looks at a map that the avatar holds in-game instead of looking at a map in the pause menu. The diegetuc system will not put off casual gamers as its appearance is usually simplified and shown when needed. A non hardcore gamer can find a HUD system to complex and too much to learn. By using a semiotic or visual approach will make the player understand how to play the game without having to go through a long tutorial process describing and pointing to what icon you need know about. I want to cut down on written instructions and make use of visual signals such as lighting to: warn the player, direct their attention and lighten up the mood when they play well. A dynamically changing atmosphere can indicate all those factors just as well as big obvious arrows and text. Dynamic lighting and smoke effects can also indicate how well the player is progressing; if the player is doing well there might be less smoke and ominous lights, if they are doing bad there might be thick red smoke bellowing around the battlefield. Lighting and colour can also be used as an early warning system so the player can prepare their defenses, red smoke could start to pour out from the direction of the impending enemies. This visual que could be used instead of using bright arrows which can be overbearing and distracting.
As the player can not controll a character to move and explore, the game will be limited to indicate how the player is progressing. ie to move an avatar from one platform to another gives a sense of exploration. In this Tower Defense the player will be stuck in just one location per level; the game can not physically progress like a platform game. Instead the mood of the level could change giving a atmospherical progression. The environment could change by introducing dynamic smoke and coloued lights to update the player on their progress whether it is good or bad.
Progression is essential especially in a locked down level where the player can not move the camera to a differnt place. The player has to be able to change something within the virtual environment even if it is as simple as changing the lighting, it acknowleges their input and effort which can be rewarding.