The interfaces I’m going to show you today are the result of project lead background artist Arnaud’s hard work. Of course, this is just a mock-up, but it’s more than clean enough for me to show it to you. However, the images won’t do justice to all his work on usability. In fact, he gave me his work as an SWF file that I can interact with. But since I can’t place it here, I’m going to cut it up and turn it into pictures to explain how combat will work.

This first screenshot gives you a view of all the information needed for a fight. Ignore the “options” button in the lower right – it’s going to be removed. We talked at length about the best position for interfaces. It might seem like nothing, but I promise you it’s a real headache. That’s definitely what took us the most time working on Krosmaga. Similarly, we’re working in Unity, and so to avoid having to do things over and over, and thereby lose valuable weeks, we agreed with the devs that we’d provide final, “tested” mock-ups in Flash before they start development in the client. (Note from the dev reading this: Thank you!) This lets us see if anything isn’t clear.

This second picture shows you (though you probably already figured it out, you bunch of Sherlocks, you) where your and your opponent’s interfaces are. We put everything that’s “yours” in an L on the left, and everything that corresponds to your opponent across from that. This portrays the “confrontation”/”opposition” aspect, a bit like starting a match in a fighting game.

Your corner is divided into three groups of interfaces.

  • Companions: These are extremely important in combat, and are summoned only through your element gauges. When you go to make your character “build”, you’ll need to choose nine spells out of 50. You’ll then need to decide on your “color”. Would you rather play a single-element game, a two-element game, or even go for a 3- or 4-element game? The concept is fairly simple: The spells you play increase the gauge in the color associated with the spells. Each WATER spell will therefore increase the “WATER” gauge (the first of the four). And companions are summoned by spending your gauge points. That means you’ll have to be very careful to pick companions in connection with your spells. If you go for a single-element “WATER” game but only pick “EARTH” companions, you’re not going to get very far.
  • Element Gauges and the AP Gauge: I won’t go into all the possibilities offered by element gauges right now. As I said above, they already let you summon your companions, and for that alone, they are crucial to your game. But they’ll let you do much more in connection with your play style (for example, cause greater AP loss if you have at least 5 points in your WATER gauge).
    All the way to the right of the element gauges, you have the AP gauge. It’s no secret: This one will let you cast your spells. It’s the circle of life… The AP gauge lets you cast your spells… Your spells let you fill your element gauges… Your element gauges let you place your companions… Your companions let you beat the sh… tuffing out of your opponent.
  • Spells: You already know a bit about how they work, and we haven’t re-invented the wheel on this point. Below is a page of IOP spells to give you an idea of the possible results.

So, the biggest sticklers for detail among you will criticize me for not talking about the small icon on the left. Well, the intention is simply to leave space for a guild emblem, or some other potential display of your various achievements and/or group memberships.

There is also one interface element that isn’t in what I’ve shown you; you’ll discover it later. I’m referring to your “power” reserve. It’s a reserve unique to each class, and so we didn’t highlight it here. I’ll tell you about it when I explain the first GD docs on spells.

I hope that, from these initial explanations, you understand we’re not trying to dazzle with the interfaces, but rather make them readable. I haven’t mentioned it in this post, but one of the major challenges in this area is to produce something simple that can work equally well on computers and mobile devices. Our dream would be to only have to change the size of the interfaces based on what is being used to play the game… And we’ll know soon if that goal is viable.

Excerpt from Tot’s blog, February 9, 2018.
Read the original post (in French) in its entirety.

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