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Material and Crafting System

Primary Purpose of Materials -

To craft powerups.

How to attain Materials?

By playing levels and destroying obstacles associated with those materials.

Each obstacle drops 1 of its respective material.

Kinds of materials available -

1. Gravel - Terrestrial types.
2. Magma - Vulcanian types.
3. Ice - Cryogenic types.

Powerups usage -

One time per charge.

They can be equipped before a match.

User Flow -

Version 1 -

When the player clicks on a planet a pop-up menu shows up showing the player's current inventory.

Players can also view all powerups purchased and craft in this menu itself.

If spaceship types are being introduced maybe better spaceship types could have more inventory space for more powerups? Or more space for powerups of a specific type? For example - ice themed space ships can carry 2 ice based power ups.

Mockup 1 -

Realised this version had a lot of features missing.

Mockup 2 -

This version has most necessary features.

The top shows the three materials and the amounts the player has.

Below that the player can scroll through the different powerups that can be crafted, their requirements and on the left they can see how many they currently own of each type.

Below that is the inventory available with that particular ship variant.

Since the second ship is selected only the first two slots of pour ups are available. Currently selected items/ships are highlighted in blue. Available / interactable items are highlighted in a yellow border while currently locked items are highlighted in a magenta.

Mockup 3 (Made in Godot the last two were in figma) -

Utilized the panels I made yesterday to create a rough interface.

In this example the user is able to access the crafting menu in a match which may be too overpowered (like Resident Evil games).

If this menu is accessible through a button in the menu it would be far more balanced.

Imagined user flow -

  1. User needs a power up to defeat a certain level.
  2. They click on the crafting icon available on the main menu. This icon could be a hammer or something similar.
  3. After this players can view how many of each material they have and how many powerups they have already purchased.
  4. Players can scroll and click on any powerup they want which will create a pop up that asks them if they are sure and want to spend that amount of craftables to purchase the powerup.
  5. After this if the player clicks yes it is purchased.
  6. Players can then drag and drop the purchased power ups from this scrollable menu to the inventory tab below which shows equipped powerups. The black "Xs" show slots that haven't been unlocked yet.
  7. Inventory space frees up when the powerup is used or when the player drags it from the inventory slot back to the purchase powerups menu and keep it in storage.

Inferences - A bright blue background doesn't look as good as I hoped. Will try darker colours paired with a lighter text so as to better simulate a space like feel.