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I have implemented a sprite-based HUD for player sub-weapons, so now it's more clearly communicated what weapon the player has equipped. It does the job better than pure text, and it's also better than one of my earlier attempts, which simply had the items swap location, like so:

This newer technique is less abrasive and more effective at showing that the player has swapped their sub-weapon while the HUD is in their peripheral vision.

I'm still not entirely settled on its position, but at least it works. There's a bunch of other mock up layouts in the Dropbox Archive, but most people tend to prefer both weapons on full-display, which means I have to struggle against my minimalist tendencies. 

Here's the current Agenda:

Programming:

Pause Menu

Room/Level Transition

Zombie Dormancy

Asset Creation:

New Enemy Type - Ranged

Level Design Assets

Sprites:

Level Design Kit

Update Player 

Update GUI

Update Enemies

Update Weapons

Extra:

Music & Sounds

Don't forget to eat & sleep.

Files

Comments

Shawn Heatherly

The tweak to the HUD looks good to me, the clarification helps.