This entry will be focusing towards the outcome of "ME" demo. After some tweaking and debugging, the game demo is now playable and ready for alpha testing. This game demo will only feature :- - Button mashing - Cinematic - Significant stages - Tutorial Here's the screenshots of "ME" demo:- Demo Main Menu Stage 1 Tutorials which consist of button mashing, jump and duck "You're Dead" Stage 1: The Beginning of the End Stage 2: Fate Decide Stage 3 (Final): End of Time The demo features only the necessary part of the game which is sufficient to tell a story and the intended visuals. "ME" will further develop in the future and possibly to be published. The feature planned for the fully developed "ME" will include :- - Alternate ending - Endless running option - Clearer and deeper storytelling - More stages - Original musics A copy of "ME" demo can be downloaded at : https://d...
This entry will be focus on UI design "ME" will have UI for distance between player and ending, and death between player. The initial plan:- Making a progress bar to determine the distance. Progress bar in-game. It was not used because of technical unreliable. The distance changes when the game scene is changed, giving false visual data in the progression bar. To fix this, I've designed another UI for it. The distance reading:- Distance reading is where text shows the distance while attaching it with the character instead of icons. I find this method to be more special than progression bar. Distance reading in-game This method gives more flexibility in the format of the data. From distance format, I'm able to change it to time format to show that how many hours left to death and progressing to next stage. This UI is inspired from a game, Split Second, where Position, Lap and Booster UI is attached to the car.