For the past few days, I’ve been spending most of my time in Photoshop, designing my first zone, “Tambrook”. Not everything is done yet, but I’m pretty satisfied with what I’ve completed. Sadly, I haven’t even started working on the inn yet, and that will likely be the biggest challenge.
I’m pretty happy with my shop screens now, so I thought I’d share. The only thing I don’t really like is the “coins” icon in the top-left. I’ll be changing that slightly in the future.
Ryamar is all about crafting. You won’t receive equipment drops like in most games these days. Instead you’ll receive various crafting materials, either by defeating enemies or harvesting raw materials. As such, I’ve dreamed up a pretty extensive crafting system, involving the concept of elemental infusion.
None of this is really finalized yet, and I’m still working out all of the kinks, but I’ve completed some rough draft interface screens. I’m currently planning on breaking the game up into chapters, so that I can release it in small portions and not all at once. Because of all the possibilities and potential complexity revolving around the crafting system, elemental infusion may or may not be included in the first chapter.
Although they’re just mockups, I’d like to show off some of my rough drafts for a UI. I’ve decided to wait for Unity 4.6 to start dabbling in UI work, as the new UI system will be available. I can’t wait!
A few weeks ago, I was doing a little digital housekeeping, and I stumbled across some of my old screenshots and mockups from the original incarnation of Ryamar. I suppose it must have been about four years ago that I first started dreaming up gameplay ideas and tinkering with implementation concepts.