Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
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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― Plato
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