011 Gimme That JUICE!

Devlog #10

The first thing I wanted to address from the Pre-Alpha feedback was confusion about the JUICE BAR. What is it? Why is it bugging out? Does it do anything? In-game answers to these questions needed a 2 step approach:

  1. Aesthetic overhaul for more clarity via visual and auditory feedback.
  2. An onboarding system that teaches the player about the different combat principles related to the sword, for example: hitstreaks will charge the JUICE and missing the enemy will cause the JUICE to deplete.

Here is a video containing a HUD concept addressing the first bullet point. It not only addresses the JUICE itself, but also the scoring, player health, collectibles, and a timer system! SOUND ON!

*** Video may take a minute or two to load ***

I’m pretty happy with how it turned out, although I will need to make some adjustments to the final version, and I don’t have the animations settled yet for how the gadgets will plug into the bar. I anticipated these being a bit more complex and time-consuming so I’ve saved them for a later date when I have a better idea of which gadgets I will be including in the beta version.

As for the onboarding system, that has a ways to come in terms of progress. My current idea is to use one of the game characters, a cyber turtle named JT Slider who will help you get your bearings and essentially explain the combat mechanics in a fun and engaging way that allows the player to explore their abilities without consequence before the real action starts. It’s a product that is working in my head, but I haven’t set Apple Pencil to Procreate Project yet to draw out concepts of what it will look like. I figure I’ll tackle that much later, after I come through some more combat prototyping.

BUILD ON EVERY DAY
-Ethan

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