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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Class mechanics and UI
Valento92
Member
So, how are each class identity mechanics going to be fleshed out and presented?
One really good example of how to envision mechanics in a visual way is Guild Wars 2. You have skill options to slot in healing/utility/elite and while main skills are locked per weapon I'd like to point out specifically mechanics skills. It is very easy and smooth how an elementalist attunements and capabilities are presented, just like a guardian tomes, mesmer illusions, necromancer death shroud, etc. The way mechanics are built on that game makes it incredibly seamless to understand the basics, the UI provides a unique way to assess what your class can do.
It would be really interesting if the UI and class design teams worked together to come up with such well structured presentation to a class core identity. Again, I'm not saying the class mechanics and skills are perfect in that game, what I'm saying is that the way class mechanics are presented is very well done and should be based upon.
One really good example of how to envision mechanics in a visual way is Guild Wars 2. You have skill options to slot in healing/utility/elite and while main skills are locked per weapon I'd like to point out specifically mechanics skills. It is very easy and smooth how an elementalist attunements and capabilities are presented, just like a guardian tomes, mesmer illusions, necromancer death shroud, etc. The way mechanics are built on that game makes it incredibly seamless to understand the basics, the UI provides a unique way to assess what your class can do.
It would be really interesting if the UI and class design teams worked together to come up with such well structured presentation to a class core identity. Again, I'm not saying the class mechanics and skills are perfect in that game, what I'm saying is that the way class mechanics are presented is very well done and should be based upon.
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