Further expansions to the UI

In my last post, I went through all of the UI design that I had done. I also finished my post by outlining some things that are still outstanding in the interface. I have addressed two of these through further design work in Photoshop (Adobe Photoshop, 2021).

Class and night/day identification

I have tweaked the design of the respect meter window so that it does not only display how much respect the owl has earned with a given animal but also its class and whether it is a day or night animal.

There are now two icons that will sit next to the name of the animal. The first one will be either a sun or moon icon to identify whether the animal is a day animal or night animal.

Next to this will be one of four icons to indicate class. These are as follows…

Dismantling
Reforesting
Building
Scouting

In the example in the screenshot above is the hammer icon, which indicates that the woodpecker is part of the building class, meaning that his species will build new sites or tools to benefit the forest in reforested areas, using materials salvaged from dismantled machines.

Interaction

A core part of the point-and-click adventure is the ability to interact with characters in a scene. I designed this interface and I used point-and-click games that I played in the past to help me do this. When the player clicks on a character to talk, they are given a selection of different pieces of dialogue to select to drive the conversation, which can be used to advance the progress of tasks or to find new ones.

In the two images below, I have depicted the owl asking the woodpecker what has happened to his beak.

The last remaining parts of the user interface I need to address include finalising which options the player can choose from in the menu, what settings the player can configure and how long a day lasts within the game, but I can experiment with these when we start implementing work into Unity.

References

Adobe. 2021. Adobe Photoshop 2021 (2021). [Software]

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