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    Faileas

    @Faileas

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    Best posts made by Faileas

    • Establishing Theme

      This topic is in response to a comment from 54rush:

      “Something I really wish I did better was create themes. For example, your theme is obviously robot/future themed. I was wondering if you had any ideas for what I could do to my game, My Army Is Better, in terms of graphics and conveying information more smoothly? Might be a stupid question, but I simply create regular rectangle buttons whereas yours are associated to a specific theme.”

      That is definitely not a stupid question. When it comes to a project like Robo Blue, I find that I spend more time figuring out the theme/look/graphics/user interface design than I do on the actual coding. I’m afraid I don’t have a step-by-step method for tackling these aspects of a project but I’m happy to pass along some of the things I’ve learned.

      • Try to come up with one or two key concepts that define the feel of the overall project. The current look of Robo Blue is based on the concepts of “sci-fi” and “mechanical.” This has ended up being a rather different look than my initial versions with the concepts “blueprints” and “control board.”
      • Once you have your key concept, consider what graphic elements come to mind when you think of it. For me, this usually means starting with clichés or stereotypes. Regardless of whether or not they are accurate, they usually exist because many people associate them with a given concept. For example, I used the image of a gear several times in Robo Blue to emphasize the “mechanical” concept. It starts on the main page with the button for the Options screen but quickly shows up again as the item of interest on each level, as a core element in the design of the robot, and in the short-lived blue echoes left behind by the robot when it hits an action icon. I’m going to hazard there aren’t a huge number of gears sitting about most spaceships – steampunk versions aside – but it gave the feel I was looking for.
      • If you are having trouble coming up with ideas as to how to graphically suggest your key concept, try Googling for images with your concept as the search term. Are there any components that show up repeatedly? Try adding “art” as an additional search term; it can help refine the search to what other people think describes the concept. Searching for “sci-fi” and “sci-fi interface” I see many images with blue or blue-gray color combinations, glowing blues, random small writing, and light flares. You’ll find all of those in Robo Blue.
      • Never underestimate the importance of finding the right font. There are several websites you can use to rummage through fonts. Two I’ve used are:
        • https://www.fonts.com/ Search using your theme topic for a variety of fonts that might be what you are looking for.
        • http://www.identifont.com/ Used to figure out the font you’ve seen if you don’t know the name, but if you have a feel for what you’d like the font to look like you can try working through “Fonts by Appearance” to see what suggestions come up. It can also search “Fonts by Similarity” if you have a font that is almost, but not quite, what you want.
      • Be consistent in the color and style of your graphics. I used a variety of illustration styles when putting together Mutton Hunt simply because I was experimenting a bit with different looks and didn’t get around to really cleaning it up. I find that variety jarring when I play because various components don’t look like they go together. If you use a very different color, do so with a purpose. It’s a good way to draw attention to something you want the player to focus on.
      • Think about how your theme can make the game more fun. How can it be used to emphasize actions being taken or the damage associated with a hit? Is it fun to watch?
        Designing your user interface is a whole topic in and of itself, but here are a few thoughts:
      • Decide whether you are going to use words or icons. Be consistent in your choice.
      • If you have a button that is repeated across screens, keep it the same and try to keep it in the same spot each time.
      • Use graphics to group components of the interface if applicable.
      • Try laying out the buttons and information in a prototype and have people play test it. Try it out yourself after leaving the project alone a few days. Is it easy to find what you want?

      So to finally get around to applying these to 54rush’s game, My Army Is Better, I’ll offer the following:

      • What’s your key concept? If it’s “armies,” what time period or genre do you have in mind? Judging by the types of weapons I’m going to assume modern day but you might have other ideas. That said, when I think “modern army,” my first thoughts are a) army green wooden crates with stenciled writing, b) shiny/black metal equipment, c) and woodland camouflage. (Keep in mind that I have no military background so this is going right back to the concept of stereotypes…)
      • One idea for a much more graphical interface would be to set out the various daily options across an image of the city / army compound. Recruiting and Training could be grouped near the central complex, Customize Army might be at the supply depot, Help the People is out in the city, and Go to War Early is outside the city walls. Maybe tap the clock to end the day instead of Speed up Time? (Is there a game play reason other than Productive Time that would make the option of speeding up only one hour at a time more useful than just ending the day?) I’m not sure where Upgrades and Skills would go. So there’s that. It may not but a good idea, but it’s an idea...
      • I like that the time remaining in the day is shown prominently but the analogue clock doesn’t fit with my expectations based on a “modern army” theme. Maybe switch it to digital, complete with the digital clock font?

      That’s my two cents. I’m quite certain there are excellent articles out there that discuss these topics from the perspective of someone who deals with them professionally. If you know of any good ones – or if you’d like to share the way you tackle these issues in your projects – please add to the discussion here! Thanks.

      posted in General Discussion theme game design graphics
      F
      Faileas
    • RE: HyperPad 1.17 now available

      I just want to say that I am really enjoying having arrays. Thanks!

      posted in Announcements
      F
      Faileas
    • Robo Blue

      Hi all,

      The "work in progress" version of Robo Blue is now available on the Hub. I have some plans for re-writing a large amount of the code in an attempt to make it more efficient but before I tackle that I was hoping to get some feedback on the game play. This way I can implement any good ideas as part of the pending overhaul.

      A few items of note:

      • There are only five levels available so upon completion of Zone A Level 5 it will not open up any others.
      • In the actual game I plan to limit the action icons (e.g., the arrows) to those needed to solve the level plus one or two extras. Right now there are several extras in the later levels because I think it's fun to just play around a bit. (Alternately, I could have several extras in place but include achievements for completing the level using the minimum number of action icons...)
      • The hint boxes show one way of solving the level. It's not necessarily the only way.
      • I have plans for additional complications in later sections, including laser barriers, doors that can be activated, and power stations for refilling the robot's energy... but I'm definitely open to other ideas.

      Thank you very much in advance for any suggestions/recommendations/constructive criticism/etc. As a side note, if by some small chance you played a game I had on GamePress called Hench you may find Robo Blue to be somewhat familiar.

      posted in WIP and Showcase
      F
      Faileas
    • Land of the Cyclopean Deathpiggies!

      It never ceases to amaze me how different my games turn out compared to my initial ideas so I thought it might be fun to chronicle that evolution this time around.

      Part I: The Idea

      Zombies + Lack of Coding Confidence + Greek Mythology + Questionable Artwork + a Young Child = Cyclopean Deathpiggies

      Nobody has ever asked me where I get my ideas but I trust that someday I’ll be a rich and famous game developer who is asked that All the Time and so I figure I’d best start practicing my answers now. Some years back I played a game called Zombie Dice. In short, it involves rolling dice in an attempt to eat brains and not get blasted by shotguns. The dice have different colors, with the shotguns being a more likely outcome on red ones, less so on green ones, etc.

      I wanted to try creating a similar “press your luck” type of game that requires players to routinely decide whether or not they are willing to risk their gains for a chance at greater reward. The first change I decided to make to the Zombie Dice concept was to add a game mechanic by which the Bad Outcome could occasionally be countered. The second was to add a selection mechanism by which the player had a level of control over the amount of risk being taken. The third was to portray the game through cards instead of dice… largely because I didn’t think I could do dice justice from a coding standpoint. Cards, on the other hand, would be easy.

      Then came the theme. I’m a firm believer in the idea that the right theme can elevate the game’s fun-factor considerably. Given that I’d been playing Minotaurus quite a bit at that time I had Greek mythology on my mind and decided to try something along those lines.[1] Teams of Greek warriors could be charging through a labyrinth, trying to collect gems and avoiding the minotaur within. A few minutes later I had my first card icons: a gem, a sword (for fighting off the minotaur), and the minotaur itself.

      0_1477010324306_V1-CardIcons.jpg

      The initial version of the game in hyperPad was simply five cards that you could flip over and which were randomly assigned a status of gem, sword, or minotaur. You had to reset the game to play the next hand and all scoring/rules/what-have-you were handled by the humans involved. It was sufficient; my initial playtester (age 5) insisted on playing it for a good 20 minutes. The only real catch was that said playtester also wanted to know why there was a pig on the cards. I pointed out it was a minotaur. She pointed out it didn’t look much like one. (She, too, had been playing Minotaurus.) A pig it was then, but it needed to be a pig with gravitas; a pig to worth fearing. Hence “Deathpig,” which – when chanted repeatedly by a 5-year-old – quickly turned into “Deathpiggy.”

      And yet it felt like it was still missing something. One adjective later we had “Cyclopean Deathpiggies.” I didn’t have a good reason for tacking on “Cyclopean;” it just sounded fun. In retrospect I think I was subconsciously still trying to slip Greek mythology in there somewhere. Then came the hard question: “Jungle of? Island of? Land of?” The last option seemed to roll off the tongue best when being said with a proper Pulp Adventurer sort of voice so there it was: Land of the Cyclopean Deathpiggies!

      The next step was to flesh out the game a bit…

      Footnotes:
      [1] I wouldn’t say that I play games because I want to be better at making games; I just like to play lots of different games. Still, it is a great way to get ideas, to see what works, to learn what doesn’t, and to discover interesting and different ways to approach various concepts.

      posted in WIP and Showcase game design theme
      F
      Faileas
    • RE: Land of the Cyclopean Deathpiggies!

      Part III: Brainstorming Screen Layouts

      I’ve had a few ideas about how I might arrange things to make the screens more interesting visually (and to accommodate some of the changes I want to make with the game.)

      First up is the Player Selection screen. I’d like to get away from using Player One, Player Two, etc., so I’m considering use of characters. Each player could select a character they’d like to have representing them (not unlike Clue.) If only one character portrait was selected this would initiate a single player game vs. an AI. If two to four portraits were selected then it would initiate the multiplayer version of the game.

      0_1477844414259_V2-PlayerSelect.jpg

      The Player Ready screen would use the character portrait to indicate which player goes next.

      0_1477844427919_V2-PlayerReady.jpg

      And the character portraits would appear on the bottom of the game screen along with their collected gems so you can tell how everyone is doing when it is your turn. (The active player’s character would be highlighted.) Another change to the game screen would be to eliminate the current pig counter – which is confusing at best – and replace it with a visual representation of the three members of the expedition team. One team member would be crossed off for each uncountered pig attack. If the third member is crossed off then the team and any gems they collect have been lost. I considered coming up with character portraits for the team members as well but I think I’m going to leave them as faceless NPCs. From the view of the narrative they are replaceable and only as important as any gems they might have. Also, this way I won’t end up getting too emotionally attached to them and decide to bring them safely home when the better play would be to send them out for another round of gem gathering.

      0_1477844443583_V2-GameScreen.jpg

      Finally, there’s the updated Help/Pause screen. The list of rules is going away because there will be an in-game tutorial to explain how to play. In its stead would be a cheat sheet of the likelihood of each result for each type of card... whatever they end up being.

      0_1477844456706_V2-HelpScreen.jpg

      posted in WIP and Showcase
      F
      Faileas

    Latest posts made by Faileas

    • Battle Experiment

      Hi all,

      This past weekend I had an idea for a game mechanic that seemed like it could be fun. I've posted a mocked-up battle using the mechanic to the Hub. In a fit of originality I named it "Battle Experiment." I have several thoughts on how to grow it into a game but before I get too invested in it I'm interested in getting some feedback. If you try it out and have comments to share, please feel free to post them either here or in the Hub comments.

      I always enjoy seeing how projects progress so I figured I'd also share the initial sketch I made when pondering how to organize the screen. (Full disclosure: The player characters were colored in by a young helper.)

      0_1496268502457_BattleExperimentSketch.jpg

      posted in WIP and Showcase
      F
      Faileas
    • RE: HyperPad 1.17 now available

      I just want to say that I am really enjoying having arrays. Thanks!

      posted in Announcements
      F
      Faileas
    • RE: Sign in bug

      If it helps in narrowing down what's going on, it's happening to me as well.

      posted in Bug Reports
      F
      Faileas
    • RE: Robo Blue

      The initial version of the Robo Blue Construction Kit is now available on the Hub. You can use it to create, play, and share custom levels.

      posted in WIP and Showcase
      F
      Faileas
    • RE: Land of the Cyclopean Deathpiggies!

      Part III: Brainstorming Screen Layouts

      I’ve had a few ideas about how I might arrange things to make the screens more interesting visually (and to accommodate some of the changes I want to make with the game.)

      First up is the Player Selection screen. I’d like to get away from using Player One, Player Two, etc., so I’m considering use of characters. Each player could select a character they’d like to have representing them (not unlike Clue.) If only one character portrait was selected this would initiate a single player game vs. an AI. If two to four portraits were selected then it would initiate the multiplayer version of the game.

      0_1477844414259_V2-PlayerSelect.jpg

      The Player Ready screen would use the character portrait to indicate which player goes next.

      0_1477844427919_V2-PlayerReady.jpg

      And the character portraits would appear on the bottom of the game screen along with their collected gems so you can tell how everyone is doing when it is your turn. (The active player’s character would be highlighted.) Another change to the game screen would be to eliminate the current pig counter – which is confusing at best – and replace it with a visual representation of the three members of the expedition team. One team member would be crossed off for each uncountered pig attack. If the third member is crossed off then the team and any gems they collect have been lost. I considered coming up with character portraits for the team members as well but I think I’m going to leave them as faceless NPCs. From the view of the narrative they are replaceable and only as important as any gems they might have. Also, this way I won’t end up getting too emotionally attached to them and decide to bring them safely home when the better play would be to send them out for another round of gem gathering.

      0_1477844443583_V2-GameScreen.jpg

      Finally, there’s the updated Help/Pause screen. The list of rules is going away because there will be an in-game tutorial to explain how to play. In its stead would be a cheat sheet of the likelihood of each result for each type of card... whatever they end up being.

      0_1477844456706_V2-HelpScreen.jpg

      posted in WIP and Showcase
      F
      Faileas
    • RE: Land of the Cyclopean Deathpiggies!

      Part II: Version 1.something

      Before trying to create a version for the Hub, I created a mental list of the minimum set of elements I felt would be necessary to make this a playable game:

      • Two player capability
      • Track the current number of gems with the expedition (e.g., gems that could be lost)
      • Track the number of gems safely at “Home”
      • Identify when a player won with 12 gems at “Home”
      • Track pig attacks, taking into account the pigs that were countered by swords
      • Identify when an expedition was lost due to pig attacks
      • Instructions for play
      • A splash / menu page with a play button (which isn’t necessary a requirement but always makes me feel like I’ve made a slightly more professional product)

      Instead of nice buttons I used what has become my standard short-hand for button creation, a bright yellow label with applicable text between brackets to show it’s clickable, like so: [Play]. Having done that a couple times now, I think I want to change my process and use a set of generic graphical buttons. That way when I have the actual button image I want to use I can just switch the image of the object and don’t have to go in and change the target object in the various behaviors. Note to self: make a set of generic graphical buttons.

      I did end up adding some visual effects that caused the numbers of gems and pig attacks to pop when they changed to try to help the players notice that happening. I don’t think the end result is sufficiently eye-catching so there’s certainly still work to be done there. The game would benefit from many more visual effects that clearly depict events as they occur (e.g., pigs being countered by swords, gems being added to the expedition party total, gems moving to Home). This would have the benefit of making it easier for players to track what was happening within the game and, if done right, could be fun to watch in their own right.

      One of the toughest aspects of the project was creating the set of instructions. It ended up a long page of text that, frankly, wasn’t particularly clear. A benefit of hammering it out, however, was that it forced me to think about how I wanted to refer to each round / turn / game. I thought it might make things easier to understand if I had some consistent terminology that fit the narrative I was trying to create, like:

      • Each time you are dealt cards is a new Day of exploring for your Expedition.
      • Each time it is your turn it is a new Expedition.
      • Your Expedition is over if you end any Day with three uncountered pig attacks. (Assuming "uncountered" is even a word...)
      • You only get credit for gems if your Expedition ends and the gems are taken Home. (Of course, that meant I then had to make sure there was a spot on the screen that specified where Home was.)

      Some of the terminology feels like it has promise but I'm not entirely sold on it yet.

      As a side note, I really like the idea suggested in the game comments (once it was posted to the Hub) of having an in-game tutorial so that’s on the list of to-do items for the next version. I will not lament the removal of the Instructions screen, I'll tell you that much.

      Personal playtesting of the game at that point revealed that it was easy for there to be confusion about whose turn it was if the players weren’t paying close attention so I added a break screen that ensured the acting player was ready for their turn. (Ok, what really happened was that my 5-year-old playtester would push the button to end her turn and – if I didn’t notice – would happily start playing my turn as well.)

      The end result was a skeleton of a game but it worked… even if I spelled Cyclopean wrong:

      0_1477183962219_Version-1-Montage.jpg

      posted in WIP and Showcase
      F
      Faileas
    • Land of the Cyclopean Deathpiggies!

      It never ceases to amaze me how different my games turn out compared to my initial ideas so I thought it might be fun to chronicle that evolution this time around.

      Part I: The Idea

      Zombies + Lack of Coding Confidence + Greek Mythology + Questionable Artwork + a Young Child = Cyclopean Deathpiggies

      Nobody has ever asked me where I get my ideas but I trust that someday I’ll be a rich and famous game developer who is asked that All the Time and so I figure I’d best start practicing my answers now. Some years back I played a game called Zombie Dice. In short, it involves rolling dice in an attempt to eat brains and not get blasted by shotguns. The dice have different colors, with the shotguns being a more likely outcome on red ones, less so on green ones, etc.

      I wanted to try creating a similar “press your luck” type of game that requires players to routinely decide whether or not they are willing to risk their gains for a chance at greater reward. The first change I decided to make to the Zombie Dice concept was to add a game mechanic by which the Bad Outcome could occasionally be countered. The second was to add a selection mechanism by which the player had a level of control over the amount of risk being taken. The third was to portray the game through cards instead of dice… largely because I didn’t think I could do dice justice from a coding standpoint. Cards, on the other hand, would be easy.

      Then came the theme. I’m a firm believer in the idea that the right theme can elevate the game’s fun-factor considerably. Given that I’d been playing Minotaurus quite a bit at that time I had Greek mythology on my mind and decided to try something along those lines.[1] Teams of Greek warriors could be charging through a labyrinth, trying to collect gems and avoiding the minotaur within. A few minutes later I had my first card icons: a gem, a sword (for fighting off the minotaur), and the minotaur itself.

      0_1477010324306_V1-CardIcons.jpg

      The initial version of the game in hyperPad was simply five cards that you could flip over and which were randomly assigned a status of gem, sword, or minotaur. You had to reset the game to play the next hand and all scoring/rules/what-have-you were handled by the humans involved. It was sufficient; my initial playtester (age 5) insisted on playing it for a good 20 minutes. The only real catch was that said playtester also wanted to know why there was a pig on the cards. I pointed out it was a minotaur. She pointed out it didn’t look much like one. (She, too, had been playing Minotaurus.) A pig it was then, but it needed to be a pig with gravitas; a pig to worth fearing. Hence “Deathpig,” which – when chanted repeatedly by a 5-year-old – quickly turned into “Deathpiggy.”

      And yet it felt like it was still missing something. One adjective later we had “Cyclopean Deathpiggies.” I didn’t have a good reason for tacking on “Cyclopean;” it just sounded fun. In retrospect I think I was subconsciously still trying to slip Greek mythology in there somewhere. Then came the hard question: “Jungle of? Island of? Land of?” The last option seemed to roll off the tongue best when being said with a proper Pulp Adventurer sort of voice so there it was: Land of the Cyclopean Deathpiggies!

      The next step was to flesh out the game a bit…

      Footnotes:
      [1] I wouldn’t say that I play games because I want to be better at making games; I just like to play lots of different games. Still, it is a great way to get ideas, to see what works, to learn what doesn’t, and to discover interesting and different ways to approach various concepts.

      posted in WIP and Showcase game design theme
      F
      Faileas
    • RE: Tools and Apps to use with hyperPad

      I’ve become a fan of these two:

      • Graphic (iPad/iPhone) - $8.99: Full-featured graphic design and illustration application. https://itunes.apple.com/us/app/graphic-illustration-design/id363317633?mt=8

      • iFontMaker (iPad) - $7.99: Font editor that lets you create your own fonts and then convert them into TTF files that you can use on your Mac, PC, or iPad. http://2ttf.com/

      As a side note, this doesn’t seem like quite the right discussion but perhaps we can have a topic generated for other online resources? For example:

      • Freesound.org: a collaborative database of Creative Commons Licensed sounds.

      • Fonts.com: a store with over 150,000 desktop and web font products. Depending on how you plan to use the font, some are available for free. (Embedding the font into an app tends to be pricier than using it in a graphic…)

      posted in Help and Support
      F
      Faileas
    • RE: Robo Blue

      This is in response to a question from Puzzles:

      "One thing is for the levels. Are those multiple graphics that make the level designs?"

      Each level is in its own scene. I started out by creating a "construction set scene" with all the components needed, including one of each of the 18 different terrain tiles I'd come up with. You can see them in the screenshot below sitting at the top of the screen (outside the section that will be seen when the game is being played). They are all prepped and tagged as needed so that when I want to create a new level I just duplicate the scene, turn on the grid snapping, and move the tiles around, duplicating and flipping pieces as needed.

      0_1474250399966_Blue Robo Construction Set.PNG

      posted in WIP and Showcase
      F
      Faileas
    • Establishing Theme

      This topic is in response to a comment from 54rush:

      “Something I really wish I did better was create themes. For example, your theme is obviously robot/future themed. I was wondering if you had any ideas for what I could do to my game, My Army Is Better, in terms of graphics and conveying information more smoothly? Might be a stupid question, but I simply create regular rectangle buttons whereas yours are associated to a specific theme.”

      That is definitely not a stupid question. When it comes to a project like Robo Blue, I find that I spend more time figuring out the theme/look/graphics/user interface design than I do on the actual coding. I’m afraid I don’t have a step-by-step method for tackling these aspects of a project but I’m happy to pass along some of the things I’ve learned.

      • Try to come up with one or two key concepts that define the feel of the overall project. The current look of Robo Blue is based on the concepts of “sci-fi” and “mechanical.” This has ended up being a rather different look than my initial versions with the concepts “blueprints” and “control board.”
      • Once you have your key concept, consider what graphic elements come to mind when you think of it. For me, this usually means starting with clichés or stereotypes. Regardless of whether or not they are accurate, they usually exist because many people associate them with a given concept. For example, I used the image of a gear several times in Robo Blue to emphasize the “mechanical” concept. It starts on the main page with the button for the Options screen but quickly shows up again as the item of interest on each level, as a core element in the design of the robot, and in the short-lived blue echoes left behind by the robot when it hits an action icon. I’m going to hazard there aren’t a huge number of gears sitting about most spaceships – steampunk versions aside – but it gave the feel I was looking for.
      • If you are having trouble coming up with ideas as to how to graphically suggest your key concept, try Googling for images with your concept as the search term. Are there any components that show up repeatedly? Try adding “art” as an additional search term; it can help refine the search to what other people think describes the concept. Searching for “sci-fi” and “sci-fi interface” I see many images with blue or blue-gray color combinations, glowing blues, random small writing, and light flares. You’ll find all of those in Robo Blue.
      • Never underestimate the importance of finding the right font. There are several websites you can use to rummage through fonts. Two I’ve used are:
        • https://www.fonts.com/ Search using your theme topic for a variety of fonts that might be what you are looking for.
        • http://www.identifont.com/ Used to figure out the font you’ve seen if you don’t know the name, but if you have a feel for what you’d like the font to look like you can try working through “Fonts by Appearance” to see what suggestions come up. It can also search “Fonts by Similarity” if you have a font that is almost, but not quite, what you want.
      • Be consistent in the color and style of your graphics. I used a variety of illustration styles when putting together Mutton Hunt simply because I was experimenting a bit with different looks and didn’t get around to really cleaning it up. I find that variety jarring when I play because various components don’t look like they go together. If you use a very different color, do so with a purpose. It’s a good way to draw attention to something you want the player to focus on.
      • Think about how your theme can make the game more fun. How can it be used to emphasize actions being taken or the damage associated with a hit? Is it fun to watch?
        Designing your user interface is a whole topic in and of itself, but here are a few thoughts:
      • Decide whether you are going to use words or icons. Be consistent in your choice.
      • If you have a button that is repeated across screens, keep it the same and try to keep it in the same spot each time.
      • Use graphics to group components of the interface if applicable.
      • Try laying out the buttons and information in a prototype and have people play test it. Try it out yourself after leaving the project alone a few days. Is it easy to find what you want?

      So to finally get around to applying these to 54rush’s game, My Army Is Better, I’ll offer the following:

      • What’s your key concept? If it’s “armies,” what time period or genre do you have in mind? Judging by the types of weapons I’m going to assume modern day but you might have other ideas. That said, when I think “modern army,” my first thoughts are a) army green wooden crates with stenciled writing, b) shiny/black metal equipment, c) and woodland camouflage. (Keep in mind that I have no military background so this is going right back to the concept of stereotypes…)
      • One idea for a much more graphical interface would be to set out the various daily options across an image of the city / army compound. Recruiting and Training could be grouped near the central complex, Customize Army might be at the supply depot, Help the People is out in the city, and Go to War Early is outside the city walls. Maybe tap the clock to end the day instead of Speed up Time? (Is there a game play reason other than Productive Time that would make the option of speeding up only one hour at a time more useful than just ending the day?) I’m not sure where Upgrades and Skills would go. So there’s that. It may not but a good idea, but it’s an idea...
      • I like that the time remaining in the day is shown prominently but the analogue clock doesn’t fit with my expectations based on a “modern army” theme. Maybe switch it to digital, complete with the digital clock font?

      That’s my two cents. I’m quite certain there are excellent articles out there that discuss these topics from the perspective of someone who deals with them professionally. If you know of any good ones – or if you’d like to share the way you tackle these issues in your projects – please add to the discussion here! Thanks.

      posted in General Discussion theme game design graphics
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      Faileas