Attack Speed Buff Animations - UQdeco2800/2022-studio-2 GitHub Wiki

Overview

The this page details the design processes which contributed to the final design of the speed buff in the game environment. This included design ideation processes such as sketching and researching as well as user testing before generating a final static and attack animation of the buff on each weapon.

Key Concepts for Integration into Game

The following points outline the importance of integrating this feature into the game:

  • adds to the effects of the weapons and adds a dimension of complexity to the game play. Speed is specifically important as it impacts the power of attack and aims at destroying enemies faster and more efficiently in the game in order to win
  • Having a visual representation of the speed buff on the weapon ensures that it is clear the buff effect is applied specifically to the weapon. Additionally, having a visual also ensures the user knows the weapon is activated with a buff

Colour Scheme

The initial colour scheme which I developed consisted mostly of bright yellow tones.

After user testing however, this colour scheme was updated to reflect the following final colour choices:

Inspiration

I conducted research into inspiration images to help develop my understanding of the concept of a buff in a game environment and how a speed buff might be visually represented.

Image Description Link
This image inspired my design specifically in the way it looks at the neon lighting. The bright neon effect I thought could be used to demonstrate speed as often when we think of speed words which correlated include "bolt" and "lighting". What is specifically interesting about this image is the white which is central to the lines and the vibrant blue surrounds the white lining to give it the glowing effect. https://www.bloodborne-wiki.com/2015/03/bolt-paper.html
This image is similar to the other inspiration image in the way it looks at representing a glow effect. What is different is the use of colours. In this image it choose to use a more vibrant yellow effect. In this image specifically the way the lighting wraps around the weapon is what I found particular interesting and useful in ideating some designs for the speed buff. https://darksouls3.wiki.fextralife.com/Lightning+Blade

User Testing

We conducted preliminary testing on the colour scheme of the buffs prior to drawing the static and attack animations for the buffs. The initial colour scheme of only yellow tones was used for user testing. The feedback we gathered indicated that the yellow was an appropriate colour to represent speed. Additionally, incorporating another orange or blue colour to the speed buff effect was highlighted by multiple users.

Sketches

After conducting research into various styles of buffs and finding some inspiration images I came up with two concepts for the speed buff. Initially I had thought of doing a 'fiery' type of buff, however after discussing with the other team members it was thought this concept might clash with our fire buff. Hence it was decided that a more electric feel would be better for the speed buff.

Pixel Animation

The following table shows how the buff animates in a static way on the weapons:

Trident Plunger Dagger Plunger Bow PVC Pipe Sword

The following table shows how the buff layers over the weapons when the attack functionality is called in the game.

Trident Plunger Dagger Double Dagger Plunger Bow PVC Pipe Sword

Future Directions

While the overall design of the buff is completed and integrated into the game environment, it would be beneficial to conduct a round of testing to ensure the buff is clear in the game when activated. This would be aimed at polishing the design of the buff and ensuring the colours are evident to the user when the speed buff is activated in the game.

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Author

  • Madi Feddema
  • GitHub: @madifeddema
  • Discord: madi-feddema #3384
  • Slack: Madi Feddema