The HUD Explained
So here’s a polished version of the HUD 1.0 (this is actually working and about 70% functional in-game at the moment in the prototype so far)!
As stated in yesterday morning’s blog post about the gameplay mechanics, you caught a glimpse of how the game will play, and a bit was explained about the Heads-Up Display for Cryamore.
The game will have a constant running in-game clock, meaning that there will be daytime and nighttime shifts. As you learned last night, you’ll even be able to shift time around a bit with the Time element if that particular monster runs away when nighttime hits!
Every 15-minutes in-game is equivalent to 1 minute in real time, so for a whole day to pass in the game, it’ll take exactly 96 minutes. This is strategic in that certain places, items, and enemies with special Cryamore Crests become accessible depending on the time of day, also elemental shifts (the Shadow Element becomes stronger at night as well). Certain stores will open up at a certain time in the main town and NPCs will become unavailable as they will have their own “schedule”. The “day” on the HUD shows how many days you’ve spent in the world of Cryamore as a whole since you first started and the actual day as certain things happen on specific days. (We’re obviously influenced by Brave Fencer Musashi on this element, but with a few changes of course.)
Esmyrelda can get sleepy as well. The adequately-sized animated icon will tell you when she’s sleepy or not, so you’d have to watch her expression to tell if she should hit the sack, or else it’ll affect her fatigue in battle. A well-prepared pouch of Energy Drinks will keep her going for at least a lil’ bit, but it won’t restore full attack power. So make sure she gets enough sleep!
The status icon will also show status effects, and other animations as well as she travels/fights/gain items. The gears behind the HUD will actually tick every 15 seconds as a clock element, and when time is rewinded, it’ll spin back. =)