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
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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).
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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