A basis to Work From
To show what I have so far, I decided to take the below image. This is a current image that Unreal Engine renders when launching in VR mode in my temporary 'desert' level.
The single curved white bar on the middle right is the only piece of 'UI' that I have for the game at the moment. It's a temporary bar to represent the 'stamina' or energy system that I have in place with the gameplay at present. Within Armored Core, the player has an 'energy' reserve that is used for boosted movement, energy weapons and equipment. I wanted to emulate this system, so while making it I had to have a representation of that bar. However, for this process I will be completely removing / reworking the bar with my new UI design.
For the purposes of development, I created a quick environment to allow me to test my UI in multiple scenarios. This environment composes of multiple colour palettes and lighting scenarios, allowing to test my environment in both low and high light environments, and customise it however I like.
Now, I know this is about the art and UI design itself, but I'd like to explain this a bit. Making use of Level Streaming, I'm able to have both a dark and light 'directional light' that usually covers the entire map active at different levels. I could've manually changed the lighting with blueprints, but decided to experiment with Level Streaming as it's something I have yet to use - it's something commonly used in the industry that allows large levels to be made without loading screens.
The single curved white bar on the middle right is the only piece of 'UI' that I have for the game at the moment. It's a temporary bar to represent the 'stamina' or energy system that I have in place with the gameplay at present. Within Armored Core, the player has an 'energy' reserve that is used for boosted movement, energy weapons and equipment. I wanted to emulate this system, so while making it I had to have a representation of that bar. However, for this process I will be completely removing / reworking the bar with my new UI design.
For the purposes of development, I created a quick environment to allow me to test my UI in multiple scenarios. This environment composes of multiple colour palettes and lighting scenarios, allowing to test my environment in both low and high light environments, and customise it however I like.
Now, I know this is about the art and UI design itself, but I'd like to explain this a bit. Making use of Level Streaming, I'm able to have both a dark and light 'directional light' that usually covers the entire map active at different levels. I could've manually changed the lighting with blueprints, but decided to experiment with Level Streaming as it's something I have yet to use - it's something commonly used in the industry that allows large levels to be made without loading screens.
Note: Due to the 'light' side being active, the darker side has been lit. During gameplay, this is not the case.
Now that I have a 'playground', I'm able to create my UI and test it however I need to. Note that after creating these screenshots, I added a sky to both instances - one representing night, the other being day, in their respective lit sections. From here on out, I (should) be focusing on the UI itself, and how I can weave it into the game world.





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