Adventures in the Middle Kingdom






Components:

Designed by Michael Kane.
The basic interface icons that change the mouse cursor.

Designed by Ryan Hedden.
These are the creatures that can be formed and the original frankenstein creature.


Designed by Drew Moxon
These shots are the title screen, and a background level image on which a frankenstein creature is placed.
Link to Asset List
Download file


An extreme simplicity was stressed in this interface and game design. There is no text of any kind and only a single button and aiming cursor. The cannon shifts, the wick burns down when the player orders the cannon to fire.
The ladder is a simple button that when activated the player runs to the upper deck. Audio clues (orders from your Pirate Captain) also cue the player in their appropriate action. The boat also shifts during the gameplay action.

1. HEALTH: Robot Icon with color indication of damage to specific body parts, total percentage health overload below icon.
2. THRUSTER: Green bar, lights up glowing blue as it fills up.
3. WEAPON: Weapon icon with ammunition number listed below icon.
4. OVERHEAT: A glowing box around the outside of the radar and thruster icons that glows red when character is overheating.
5. RADAR: A square radar screen with enemies indicated by green triangles. An animated picture of the pilot can be seen behind the radar, and reacts to various stimuli in the game.
6. RETICLE: Aiming reticle indicated the targeted enemies.
http://www.youtube.com/watch?v=yr-lQZzevwA
The first time I played Doom was a long time after it came out…like over 10 years after. I was already experienced in first person shooters and I noticed some things in this one I liked. I felt the game still had the same basic elements of modern shooters that made them fun even though it was dated. Running around, collecting supplies, aiming, firing at the right time, and getting a satisfying result. The aim didn’t really have a vertical axis, the player couldn’t crouch, and the amount of guns was 7, listed on the interface. However, it DID take about 2 seconds for my computer to load start, a minute to learn, a catchy soundtrack that got me pumped up, and although low quality, I felt the graphics and sound were expressive, appropriate and satisfying enough for me.
I also really liked the emoticon character appearing in the interface, which I don’t see in many other FPS games. It really made the moments intense when my guy’s face was covered in blood, gritting his teeth and I fought of hordes of demons with a machine gun. It gave me more of a cinematic image of being able to see both my character dramatically defending himself and the enemies charging forward at the same time. In addition, it loaded on my computer in like 2 seconds, and took about a minute to understand how to play.
WIREFRAME:
1. Relevant messages/items picked up, objectives, etc.
2. Ammo: The current amount of ammunition you have for the equipped gun.
3. Health: Percentage health remaining out of 100%
4. Arms: The current guns in your inventory, labeled by numbers.
5. Character: A visual representation of your character’s facial expression, complete with blood when he is injured and expressions when hurt or firing guns.
6. Armor: The percentage of armor for your character. Similar to health.
7. Keys: The keys you have collected within the level, usually colored card keys.
8. The amount of ammunition you have for all guns listed by gun.
9. Visual representation of your currently equipped weapon.