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(2 edits)

Map UI #05 update

Here are some updates I made to the map UI. Unlike other UI components, the map is a 3D object. Interacting with 3D objects is simple, Unreal blueprint has a node called Hit Result Under Cursor By Channel, which shoots out a line cast directly under the mouse position in the world space.

Players can freely scroll through the map using the keyboard or clickable arrow keys. I thought about using the mouse to scroll the map, for instance, placing the mouse at the edge would scroll the map in that direction. However, a smooth transition between map scrolling and node selection was challenging. When I played Metaphor, I never used my mouse on the world map to scroll for the same reason.

Hovering over a map node reveals information about the node, such as its name, modifiers, rewards, etc.

Mouse click starts the node event; of course, this wouldn't work on the node if it's unreachable (I couldn't possibly allow my players to skip town, no?).

Combat UI update

Here are some updates I made to the combat UI. I redesigned the layout of UI elements. Hovering on effect icons shows the corresponding effect's tooltip.

I used to have two separate UIs for enemy AI: one for showing intent, and the other one displaying the actual card information that would be used by the AI; now with the changes I implemented, aforementioned information can easily be accessible by hovering over the AI intent on the right side.