Friday Update #267

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Friday Update #267

Unread postby Golden Girl » Sat Jan 13, 2018 1:37 am

This week, we’ve been continuing with the design work for the power icons, as well as working on the power trays, especially the size and scope of them, as ‘City of Heroes’ was force to add additional power trays post-launch, partly to cope with the amount of temporary powers that they gave out from missions and holiday events.

At the same time, we also don’t want to have an unlimited – or even a huge number – of power trays cluttering up the screen, so we’re having to try and estimate how many normal powers a player might have, and how many temp powers we might make available over the course of the storylines.

We’ve also been coding more of the recent GUI revisions, which lets us start testing its functionality and performance to see if it performs and feels the way it was envisioned to in our concept art and mock-up, as well as helping us lay the ground work for the upcoming character creation area revisions which will tie these two sections of the interface together in both features and style.


Have a heroic/villainous weekend!

The Heroes and Villains team
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Re: Friday Update #267

Unread postby freewaydog » Sat Jan 13, 2018 7:52 am

I can't wait to see this game happen! :D
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Re: Friday Update #267

Unread postby plinkyplonk » Sat Jan 13, 2018 8:45 am

I used as many power trays as I could. One thing that CoH didn't have though was the functionality to make the tray invisible, leaving only the power button visible. Would have been quite funky if they had thought of that.
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Re: Friday Update #267

Unread postby Golden Girl » Sun Jan 14, 2018 11:31 am

That's something that we've considered - although the problem is that without a fixed background for the powers they could become harder to see against the environment in certain areas.
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