A sketch showing an initial concept for a H.U.D for Servbot Madness. Finalised sketch will be developed into digital pixel art. This art shows my This design took heavy inspiration from other Side-Scrolling beat-em-ups such as River City Girls & Scott Pilgrim vs. The World.
~ In-Game H.U.D ~
Level Indicator! - Represents the current level of the player, by earning exp, this level will increase, in turn learning new skills. This includes: experience points, new moves and boosts total amount of HP & MP.
Skill Indicator! - This system shows the player which skill the character will use. Skills are used to complete puzzles, different characters have different and multiple skills that must be used in a given situation. The "L" & "R" buttons can be pressed to swap through.
Character Portrait, Health Bar & SP Meter! - The characters icon will be displayed on the portrait, alongside thier name below it ( in this example it is "Kyosuke"). Next to it, is the Health and SP bars. The Health bar is represented using a "heart" icon while a "lightning bolt" denotes the SP bar. The meters themselves will be styled in the form of their original games health systems (Kyosuke's health and sp bar in this example is based on Rival School's health bar style).
CAP.COINS! - An in-game currency system which players can earn money by defeating enemies, solving puzzles and making advancements in the main game. "CAP.COINS" can be used to purchase alternate character pallets, artworks and illustrations, also items, powerups and many more!
~ Game Elements ~
Strength Up! - Icon indicating an increase in strength after receiving a buff or using strength boost items.
Strength Down! - Icon indicating a decrease of strength after getting debuffed by enemies or traps.
SP up! - Denotes an increase in SP.
LEVEL up! - Indicates the player has levelled up.
Curse! - SP skills cannot be used, "special state" cannot be accessed.
Paralysis! - Unable to perform any skills.
Freeze! - Water damage taken over time (damage increases if weak to water). Doesn't cause K.O!
Burn! - Fire damage taken over time (damage increases if weak to fire). Doesn't cause K.O!
Poison! - Small amount of damage taken during infliction, get progressively worse if not cured. Can cause K.O!
GET! - Item pick up indicator.
GO! - Advance Indicator!
~ Elements ~
Fire! - Can melt ice, burn vines and heat up objects. Can also inflict "Burn".
Ice! - Can inflict "Freeze". If Ice is used on Water, it can be frozen, use this wisely to get through puzzles.
Lightning! - Can inflict 'Paralysis'. Lightning can be used to charge up batteries/machines.
Water! - An environmental element found in various levels, Ice can be used on it to get through puzzles.
Wind! - An environmental element used to indicate strong forces which may push you off platforms or into traps.
Earth! - An environmental element indicating strong buildings or obstacles which require strong physical skills to get through.
~ Enemy Types ~
Bikerbot! - Servbot styled in biker attire. They will be designed wearing dark shades and a "bikerhat" designed after black vinyl hats. the biker bot operates the "Servbike", a big motor bike which can death heavy damage to players when thrusting at them. They can also use turrets and fire mini missiles. If the Servbike is destroyed, the Bikerbot has a chance of surviving, in which they will use gun attacks.
Spacebot! - The Spacebot takes inspiration after the character designs from the game "Gravity Guy". The spacebot comes adorned with a space helmet and googles, also a COMS device allowing them to call for backup. The spacebot operate the "Servmotor" a small motorbike which is fast but slower than the "Servbike". Spacebots can control gravity, giving them the opportunity to capture players and fight in-air.
Servsaucer! - A U.F.O which allows regular Servbots the ability to operate in-air and in space. Servsaucers will constantly hover in air, snipping players from a distance. Players must utilise air skills and aerial combat in order to defeat them. Servsaucers add an extra layer of difficulty by causing players to have to manage space properly as well as avoiding being cornered.