Final Assetlist
Everything in blue is a requirement and necessary to pass.
Screens
- Main Menu
- Options Menu
- Level Select Menu
- Pause Menu
- Credits
- Skill Tree (4 abilities & 2 basic attacks - 2 upgrades for every ability/basic attack - total 12)
HUD
- Health/Skill Bar
- Basic Attack Icon 1 - Melee (With staff)
- Basic Attack Icon 2 - Ranged (Blood lace)
- Ability Icon 1 - Ranged Bouncing (Frog bounces between 3 enemies)
- Ability Icon 2 - Shield Bubble (Active for 5 seconds)
- Ability Icon 3 - Ranged AOE (Affects area that’s clicked, slows enemy, affects enemies for 3 seconds)
- Ability Icon 4 - Summon Minion (Sores behind the player’s shoulder, attacks enemies within set range)
- Health + Mana Ball Shaders
- Skill Tree (button/icon of some sort)
- Pause Menu (button/icon of some sort)
- Enemy Health Bar
- Boss Health Bar (Segmented to show the boss fights has 3 phases)
- Dialogue Box
- Ground marker to show where player is walking
- Experience Bar
- Cooldown Indicator
UI Misc.
- Game Icon
- Game Logo
- Mouse Pointer
Decided
- Finalized asset list for now, can be found in Asset list Spreadsheet
- We don’t need a separate tutorial, if we feel it’s needed the speech bubble can be reused in the beginning of the game as one.
- Option in either settings menu or main menu to view controls.
- Skill tree is a separate menu like the pause menu. Tool tip appears when an upgrade is selected, if we’re tight on time we can reuse the speech bubble for this as well. Button to open skill tree is still TBD,
- Health and mana balls will be a shader made by Mons and concepted by Remy.
- “Walk indicator” is made by Mons, not the responsibility of the UI taskforce but instead Player. Mons will further discuss it with Dexter.
- Mons will also do the experience bar fill. It shows how close the player is to next level, resets when reached.
- Effect when player levels up, Mons responsibility.
- HUD is one image that all the abilities and basic attacks are put on top of when unlocked. The HUD looks like it has empty slots that the abilities slot into when unlocked.
- Cooldown indicator will be made by Mons.
- Health bar for enemies will be made by Mons as well.
- HUD, enemy health ball, and main menu are the priority and ideally will be implemented in time for the second playtest.
- Anything visual that isn’t specified to be the responsibility of Mons is the responsibility of Remy.