Game user interface mixed exercise
I wanted to test out if I could innovate a little on the UI. One of the initial thoughts were to use subtle spatial hinting. Either through the motion of the UI or applying a more augmented aesthetic allowing the player to "feel" their status updates.
I think the weirdest coolest idea was to have the UI 'follow' the player around.
With these ideas explored, I decided to work with the idea of a more augmented HUD. I also set a goal to continue until I successfully 'break' the UI (and considering how late in the evening it was, how tired I got). The addition of the large text overlay did just that. I was trying to push the limits of any large nonverbal modals but had to settle and leave it at this. Ignoring that specific box, the rest of the UI seems quite consistent with what I had in mind. More so in the design and feel, not so much the ghetto fidelity.