The question was "what do you think would be the ideal format?" Everyone has ideals.
The ideal format doesn't exist.
White Boxes indicate your life.
About your HUD:
Bars for Magic and Skill would not work for different reasons:
Magic in this game is essentially the same thing as Missiles in Metroid. It is convenient to have a solid number indicating just how many more "missiles" you can fire until you run out. Skill cannot be a bar because Skill does not max out, it's this games equivalent to what a normal game would call money (You don't buy weapons or anything, but you spend it on things that make your character have more abilities).
As for enemy shadows, I actually have a good reason why they are not there. Simply put, they don't matter. The reason why you get a shadow is that it can be difficult to judge were the ground is when everything is drawn in 3D, so it helps you predict your landing point. I have noticed when playing games, that shadows seems to be something that only get's noticed once, and after that, they become so normal that you forget about them. So There really isn't any reason that the enemies should need shadows.
The magical attacks all look very bright, but don't show a "shadow" of light on the ground. Also, several special effects show quite a lot of aliasing. Now I don't know how hard it is to remove that aliasing, but it stands out quite a bit. Also, I wonder if your game uses dynamic lighting. The ground looks a bit too bright compared to the dark, gloomy sky.
This game doesn't use lighting or shading, witch was something that was decided in order to give this game a specific artistic feel. The lack of shading brings more emphasis on shape and color than form and space. Also I don't really see why aliasing is a big problem, and what do you mean "several" special effects?
Not really, more like 5 years into the project.
Now I know this is an early alpha screenshot
Edited by Saijee, 12 February 2012 - 11:34 PM.