During the day, Jeklynn Heights is a gorgeous place with beautiful scenery and friendly people. As the sun sets however, the town slowly descends into a quirky, bizarre, and violent town. In this stunning multiplayer title, play on either the rich Town Square or poor Slum team as you fight each other to escape this devastating town. Combining third and first person perspectives, as well as a multitude of genres, Jeklynn Heights is a ground breaking title that is guaranteed to raise a few eyebrows.
Development shot of our user interface. We still quite a bit to do, but you can see the general feel of where we are going. This is obviously not finished.
Bricks + chains: just get rid of them. imo.
Give the maps the screen space they deserve.
The chains at the top i wouldnt mind, but yeah, get rid of the bricks..
i quite agree, the bricks block to much view
Ya i would say get rid of the bricks and the top background part. It would be alot cleaner with just the other elements :D.
There are going to be other elements on the bottom of the screen such as a minimap (that can be used instead of the radar). The bricks won't nearly be as noticeable but the issue is you need to tie all the pieces together. Having pieces of the level visible between UI elements will just look weird, that's why we have the top piece under the chains. If we didn't, you would be seeing parts of the game between each chain link.
But the chains I atleast are fine with! But the bricks seem unnecessary? atleast for now. Or do you plan do add more stuff to the bottom? If so we will wait and see right? :)
As we progress more I will definitely show how things look without bricks, chains, etc so we can collectively come to a conclusion :)
Thanks for keeping updated!
I personally like it. I agree with RyanWenke, being able to see the game between each UI element would look weird. The bricks and the chains tie the UI elements together.
Good job, it looks just fine to me.
I think it's preference. You look at MMOs, and most other games, you don't have anything art that spans the width of the screen to "tie" the UI elements together, but you do have a HUD design for each UI element that artistically ties them together.