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Dev Blog #3: UI Flow and Core Interfaces

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In this stage, my main focus is to organize the overall user interface flow of Elemental Echo and, by referencing designs from similar games, to create preliminary wireframes for the core game interfaces. This will lay the foundation for high-fidelity UI design and interaction implementation in the future. 1. Global UI Flow Organization I used Miro to create a game UI flowchart, starting from the main menu when the player opens the game and detailing the player’s navigation path and the functional relationships between each module. The flowchart covers the following key nodes:     Main Menu : Displays player information, with entries for starting the game, tutorial, settings, and leaderboard;     Tutorial : Provides text tips, operation demonstrations, and animations the first time the player enters the game, with an option to skip;     Match Lobby : Displays teammates and opponents, chat system, countdown timer, character selection, and readiness status...

Dev Blog #2: Character Shape Evolution & Elemental Identity

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  After defining the worldviews and visual direction of the three elemental factions last week, I started working on the 3D character appearances this week. 1. From Chibi Prototypes to Proportional Models My first version featured some chibi-style characters—small, cute, with exaggerated proportions. But during our first team discussion, everyone felt that a more proportional character style would better fit the tone of our game, which leans toward neutral and tactical. The chibi designs, while fun, didn’t really carry the intensity needed for fast-paced combat, especially during casting or dashing actions. The first version of the design that was not approved. 2. Simplifying the Model for Customizable Gear Since we initially planned to let players customize accessories—like hats, cloaks, and shoulder items—I made the second version of the characters much simpler, with clean silhouettes and no extra gear. I used base colors to represent each elemental faction (blue for Water, r...

Dev Blog #1: Initial Design and Visual Style Direction

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1. Project Introduction and Visual Goals This week, our team started by brainstorming ideas around the theme of “multiplayer games.” We came up with a few key concepts: fun, fast-paced, and high interaction. After trying out different types—like traditional shooters and melee brawlers—we decided to make a 2v2 third-person mage combat game . Here’s why we chose this direction:     ① To avoid making something too generic, we introduced an elemental reaction system: different elements interact with each other, dealing extra damage or even changing the environment.     ② The combination of mages in a medieval setting with a third-person combat style felt like a fresh mix that could offer new experiences. Our goal is to create a game where players engage in short but intense battles, using strategy based on their roles an d elemental factions. Besides helping with gameplay design, I’m mainly responsible for the visual side of the game. Once we locked down the basic ...