A fighting game HUD design I call "Dimensional Blitz" (sometimes "Dragon Ball Zim" in reference of my old crossovers from when I was 8).

The HUD includes:
* Player score
* Character icon (changes color depending on dizzy level)
* Character name
* Life bar (long upper bar)
* Power bar (long lower bar)
* "Aura" icon ("auras" are similar to ISMs in Street Fighter Alpha 3 or Grooves in Capcom VS SNK 2)
* Guard Meter (short upper bar)
* Aggressive Meter (short lower bar)
* Victory icons
* Time limit
* Combo hit and damage counters
---
More about Auras:

* Alpha:
* * Standard ATK and DEF.
* * Standard meter gain.
* * More ATK and DEF on max power.
* * More DEF on low health.
* * 9-second "Advanced Mode" is activated manually, uses half the power meter, raises ATK and DEF, and moves consume timer instead.
* Psi:
* * Low ATK.
* * High meter gain from attacking, no meter gain from being attacked.
* * Supers are stronger, but more expensive.
* * More meter gain from attacking when on low health.
* * "Advanced Mode" doubles the power bar capacity when reaching the original limit, and Super cost is halved. Only goes away when power is below 50%.
* Omega:
* * High ATK and low DEF
* * Low meter gain from attacking, high meter gain from being attacked.
* * Supers are cheaper, but weaker.
* * More ATK on low health.
* * 18-second "Advanced Mode" is activated automatically when power meter is full. Raises ATK and Super strength, and the power meter acts as the timer (Super cost remains the same).
A fighting game HUD design I call "Dimensional Blitz" (sometimes "Dragon Ball Zim" in reference of my old crossovers from when I was 8). The HUD includes: * Player score * Character icon (changes color depending on dizzy level) * Character name * Life bar (long upper bar) * Power bar (long lower bar) * "Aura" icon ("auras" are similar to ISMs in Street Fighter Alpha 3 or Grooves in Capcom VS SNK 2) * Guard Meter (short upper bar) * Aggressive Meter (short lower bar) * Victory icons * Time limit * Combo hit and damage counters --- More about Auras: * Alpha: * * Standard ATK and DEF. * * Standard meter gain. * * More ATK and DEF on max power. * * More DEF on low health. * * 9-second "Advanced Mode" is activated manually, uses half the power meter, raises ATK and DEF, and moves consume timer instead. * Psi: * * Low ATK. * * High meter gain from attacking, no meter gain from being attacked. * * Supers are stronger, but more expensive. * * More meter gain from attacking when on low health. * * "Advanced Mode" doubles the power bar capacity when reaching the original limit, and Super cost is halved. Only goes away when power is below 50%. * Omega: * * High ATK and low DEF * * Low meter gain from attacking, high meter gain from being attacked. * * Supers are cheaper, but weaker. * * More ATK on low health. * * 18-second "Advanced Mode" is activated automatically when power meter is full. Raises ATK and Super strength, and the power meter acts as the timer (Super cost remains the same).
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