This is just one of many things we are looking into outside a fresh modern look. The original game built this in as an "implant" or "ability" because the turn radius was quite low, making the player vulnerable from mysterious attacks from behind. One example is the toggle-able ability to see behind your head with a cybernetic implant. There are a few antiquated features that have to be either removed or completely replaced. There are many challenges in redesigning the interface and HUD of System Shock (1994). Keeping in mind that this is only one direction prior to the full user interface and user experience study that will take place after Kickstarter - we are happy with the stylistic direction that has been explored thus far. and HUD are still in a conceptual phase and will not be updated in the first patch to the pre-alpha demo, we thought we would share some of our concepts. As a fan of the shock series since its inception, I feel extremely grateful for the opportunity to work on this classic remake. My name is Corey from the Nightdive Studios U.I. Expect this area of reddit to be updated with new questions and feedback with members of the Shock team answering questions. In the latest update for System Shock Remastered Night Dive is interested in gathering your feedback on UI and other things and are using reddit to do this.
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