Even More Zombies
Aug. 29th, 2010 01:15 amI *think* the design docs are finished. They might be a little ugly, but I think they get the point across.
https://docs.google.com/document/pub?id=1sKqQtjeGJSLNhVZ-E9orwsF2BOEgOKmxP7ddS8Soi_M
and here's the newest graphics rough. notice the addition of the safehouse access zones, the aiming reticle, and the dead zeds. the colours of everything in the HUD is based off of the percentage of either the building health, hero spirit, trap health, or weapon availabilities and ammo. thinking about it now, i don't think the barrier graphic is going to work as it is. i think i need to create barrier icons based off of access points, or remove them from the hud and use GFX representations in the play screen itself (2x4s across windows, et al)

to add: drop images, night-time version, tv/radio warning system, trap images.
also: animations. lots of animations. D:
https://docs.google.com/document/pub?id=1sKqQtjeGJSLNhVZ-E9orwsF2BOEgOKmxP7ddS8Soi_M
and here's the newest graphics rough. notice the addition of the safehouse access zones, the aiming reticle, and the dead zeds. the colours of everything in the HUD is based off of the percentage of either the building health, hero spirit, trap health, or weapon availabilities and ammo. thinking about it now, i don't think the barrier graphic is going to work as it is. i think i need to create barrier icons based off of access points, or remove them from the hud and use GFX representations in the play screen itself (2x4s across windows, et al)
to add: drop images, night-time version, tv/radio warning system, trap images.
also: animations. lots of animations. D: