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Dev Blog #5: Gameplay UI Refine and Icons

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 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 ...

Dev Blog #4: Refining Key UI Elements and Selecting In-Game Typography

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At this stage, my primary task was to organize the overall user interface (UI) flow for Elemental Echo and, with reference to similar games, create preliminary wireframes for each core interface. This would lay the groundwork for high-fidelity UI design and interactive implementation in later stages. 1.  Efined the previous UI wireframes To create a more cohesive visual style for Elemental Echo, I began by selecting appropriate fonts for the game. After browsing extensively on Dafont, I ultimately chose a typeface called “Lazer Game Zone.” Its bold, heavy strokes and rigid structure evoke the grandeur of medieval stone architecture, while its subtle cracked and fractured effects echo the high-stakes clashes of magic and elemental forces central to our game. This made it especially suitable for use in the game’s logo and main title. However, this font was designed with uppercase letters only, lacking a lowercase set. To maintain a consistent visual language throughout the game—parti...

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 ...