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Armour Graphic Design
During the second sprint, the inventory graphics were modified to encompass an armour slot, and three sets of armour were made to fit. The reasoning behind only having 3 sets was made during initial brainstorming stages where it was determined that since the game would take place over a very short amount of time, that a large amount of armour types would not be fundamentally impactful to the game.
Pipe-themed inventory with an armour slot intended to be dragged and dropped. This theme was made to represent the plumber Atlantis theme.
A greek inspired armour to fit into a greek myth. Intended to fulfil the role of light agile armour within the armour design concept. Originally called FastLeather, this armour is designed to allow the player to benefit from some armour protection whilst also not sacrificing agility and speed required to avoid obstacles and projectiles.
An armour made to fit the sea theme of Atlantis Sinks. Intended to fulfil the role of a tank role. Originally called SlowDiamond, this armour is designed to give significant armour, and damage reduction, at the cost of a large amount of agility.
An armour set made based on the ability to deal damage back to opponents when hit. This armour originally called DamageReturner was designed to give some armour protection, and slight slowing effect, but with the added benefit of returning a significant portion of the damage inflicted on the player back to the attacker.
User Testing for the armour designs did not extend into official surveys, but was made by in-person surveys at the university during studio sessions, mainly performed by Lachlan McDonald. It was found that the concept of heavy armour, light armour, and damage returner was acceptable to several people, however the results were not noted. Further discussion with research within our own group lead us to further develop these ideas without much further user testing.
Anders Jepsen, GitHub: 0ceanfloor, Discord: Oceanfloor