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Writer's picturejoshdavidson1

Shield System (Josh D.)

If you have seen my 'Crystal System' blog post, you would have seen a magical crystal inventory. However, after getting feedback from our peers, they suggested turning this inventory into a magic shield to help be more dynamic with the controls, which are sadly limited on the oculus.


As a team, we enjoyed this idea and our UX/UI designer Luke Shingleton was able to put together a couple of Adobe XD sketches to allow me and Holly to understand what the team was after before scripting visually.

*Adobe XD by Luke Shingleton*


Luke did a fantastic job with helping me and holly visually this idea as after sitting down and talking in a meeting, we all agreed upon the player having to pull some object inside the inventory that would require the player to pull back with some amount of force, giving the effect that the player is pulling it out of the world itself.


Holly was able to go ahead and start working on the rotation of the handle that would only ever validate the shield if it was every at 90 or -90 degrees from its preset origin. Holly set this up extremely fast, which shocked the group as we had extra development time set aside for this task but finishing it early allowed us to move forward in development to catch up and start planning on our level design reword, which you can read at my blog 'Level Design Rework Planning'.


*Content In video Produced By Holly Boyle*


Once Holly had the base of the shield finished, it was my job to go and improve player feedback. This was when I asked our UX/UI designer for broken shield damages, which you will see in the video below. I also wanted to change the colour of the shield. At the same time, it was being damaged to help enforce that player feedback even further as from playtesting sessions, many users experienced that the red flashing represented something negative.



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