Posted in Art Design Hidden Asset

Interface pretty much done

December 1st, 2011 - 10:53 am

In between moving from our small two room apartment in Copenhagen to a larger and (almost) brand new three room apartment outside of Copenhagen, I’ve had a little time to finish up the interface for Hostile Takeover. Have a look see:

Click to enlarge

Starting in the upper left corner and going around clockwise, we first have the minimap with a simple outline of buildings and areas color coded green, yellow or red to show how restricted they are. There’s also buttons for rotating the map (and game world view) as well as for toggling on/off whether or not to keep the view centered on the player. You’ll also be able to drag the minimap around to examine the game world.

Next is the combat mode button and then the stats display. From top to button the stats are: Noise, Health and Suspicion. There are two noise bars; one showing the environment/background noise and one showing the noise you’re generating. If your noise level is below the environment’s, NPCs won’t hear you. The health bar is pretty self-explanatory with the character outline showing damage to specific body parts. Finally, the suspicion bar goes from 0 to 100 percent and shows how much attention you’ve drawn to yourself during a mission. That percentage will be deducted from your payout for completing the mission, so 50% suspicion raised during a mission means you’ll only get half pay.

We then have the movement buttons, which from top to bottom are: Kneel, Sneak, Walk and Run. Again, pretty self-explanatory, but damage to your legs will render movement options unselectable. I’m thinking 33% damage will remove run and 66% walk, or something to that effect.

I’m playing around with blood splatters on the buttons to show when an option cannot be selected because of damage. This will also work with damage to your arms. There’ll be blood splatters on the equipped item boxes, aiming will be more difficult and melee attacks will fail more often when your arms are damaged. I’ll slap up a screenshot when I have these blood splatters working properly.



December 1st, 2011 10:53 am

Demo! Please? Pre-Alpha build? Something?

On-topic: Very clean, pretty, smooth interface. It looks like you put a hell of a lot of work into this. Also, what year is it in-game? Cyber-punk far future or not-so-distant? The minimap is very well done, informative, but not cheating. Also I’m assuming its going to be Field-of-View based stealth?

Christian Knudsen

December 4th, 2011 10:53 am

Yeah, I know I’ve previously promised to release something within a short time frame, but that was before I got deeper into developing the game. The thing is that this is a commercial project, and with a lot of potential customers, I only get one shot at convincing them that this game will be worth their time when finished, so I don’t want to release something too early. Right now, there’s no game to play. You can shoot characters (except for female characters, as their dying animations haven’t been done yet) and walk around, but that’s it. They can’t shoot back or react to you. So it would mostly be a tech demo, but even the engine isn’t done and in a state for other people to play around with — there are bugs and optimization issues that I need to clean up.

I’ll release a pre-alpha when the missing animations and character sprites have been completed, there’s basic AI, existing bugs have been fixed and optimizations have been made (including simply having an options menu for setting the game’s resolution) and the scripting stuff is at a stage where I can make a simple mission of “go and shoot this guy while avoiding these guards”.

And the game takes place in a not-too-distant future. I want to keep it pretty grounded. :)

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