Dev Blog #5: Gameplay UI Refine and Icons

 1.Gameplay UI Refine

Building upon the previously drawn sketches, I further refined the gameplay interface, with a focus on polishing the HUD design.

At the top of the screen, I implemented a classic red-versus-blue score bar to differentiate between the player's team and the opposing team. This color-coding approach is common in many competitive games as it is intuitive and helps players quickly assess the score during fast-paced battles. The score bar displays each team’s points on either end, with space in the middle reserved for key game information such as control point health or other mode-specific indicators. Below this, the center section displays the player’s health bar, while the left and right sides present ability icons and their corresponding hotkeys for primary attacks and special skills.

Gameplay UI(take Fire as an example)

2.Ability Icons

In addition to the overall layout, I designed unique ability icons for each character that share a unified visual style while reflecting their individual elemental identity:

    ① Left-click (Basic Attack): This is a fundamental ability for all characters. I created a consistent silhouette of a magical projectile with a trailing tail, and then customized the details according to the element. The fire element version features a flaming trail, the water element is shaped like a glossy droplet, and the wind element uses flowing lines to suggest air currents.

    ② Right-click (Secondary Skill): These abilities are more functionally distinct, so I designed element-specific icons to reflect their effects. For fire, which causes an explosive knockback, the icon shows a flame bursting outward. For water, which pulls enemies inward, the icon consists of arrows converging toward the center, enhanced with water droplets. For wind, which fires a small vortex, I used a swirling spiral shape to suggest turbulence and disruption.

    ③ Movement Skill: Each element also alters how the movement skill behaves. Fire grants a high upward jump, illustrated with a rising arc and fiery trail. Water gives a horizontal dash, represented by a sweeping wave. Wind offers a blink/teleport ability, so I used streaking wind lines and sparkles at the start and end points.

    ④ Elemental grenades: I designed a standardized grenade icon with a small elemental marker in the top-left corner — a flame for fire, a droplet for water, and a spiral for wind. This approach maintains consistency while also communicating elemental differences clearly.

    ⑤ Ultimate Abilities: To emphasize their area-of-effect nature, all ultimates share a circular base icon. Inside the ring, I added symbols to represent each element: an erupting flame for fire, a healing cross for water, and a tornado swirl for wind. These icons help players quickly grasp the role and impact of each ultimate at a glance.

Left Click
Right Click
Skills

To improve feedback during gameplay, I also created visual states for each ability icon:

Active: The icon is fully colored and emits a soft glow.

Active

Cooling Down: The icon turns gray with a progressive recharge animation from bottom to top.

CD

Interrupted/Unavailable: The icon flashes red and shakes gently to signal the skill is currently unusable.

Interrupted/Unavailable

With these refinements, the gameplay interface is now clearer, more informative, and visually consistent across different characters and elements.


3.Current Progress and Next Steps

Most of the UI design work is complete.

The next key step will be to participate in more thorough game testing to evaluate how well our designs perform in real gameplay scenarios.


4.Reference

Dafont. (n.d.). Lazer Game Zone & Gunplay fonts. https://www.dafont.com/

Riot Games. (2020). Valorant [Video game]. Riot Games.

Nintendo. (2018). Super Smash Bros. Ultimate [Video game]. Nintendo.

Blizzard Entertainment. (2016). Overwatch [Video game]. Blizzard Entertainment.

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