Archive for the Inventory Category

Some Quick Thoughts on HUDs, GUI’s and Inventories.

Posted in GUI/HUD, Interaction, Inventory with tags , , , on January 28, 2013 by salamanderjack

So we were talking… Paul and I…

We had already in early conversations and quite early in the process decided that there would be two distinct player modes. One when exploring the open world as Ululu (over the shoulder, third person), and Two when transposed into the Robot/Rabbit Exo-suit (first person, pilot view). Also the inventory we had decided as involving some process that shows the rucksack, and its contents, as we wanted to be very specific that you could only carry so much, and would have to swap items out and leave others behind.

But this last conversation as well as still agreeing on this I suggested that we might see ourselves as Ululu reflected in the HUD when fighting as the rabbit, Paul (genius) thought that it would be very cool if you not only saw her reflection, but her reactions to certain stimuli to, shock when the rabbit was hit, and Surprise and fear at different points too…

Yes! Most definitely this…

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Ululu’s got a brand new bag…

Posted in 3D modelling, Design Development, Inventory, Props & Objects with tags , , , , on December 29, 2011 by salamanderjack

Here’s a quick look at Ululu’s inventory holding mini-rucksack/bag that she drags around the world with her… That’s if you remember to pick it up at the start of the game… mean spirited designers that we are.

We have been discussing the idea that she can only keep so much in it at a time, meaning the inventory would be small maybe just a few items and something she could carry in her hand. This way at certain points in the game the player would have to make a decision on what to take and what to leave behind… though I have an idea for an easter egg or two that might help with this…

Anyway, here’s Paul showing off Ululu and her new Rucksack.

…and a screenshot.

Plus a speed modelling video by Paul showing his process.