It’s been a couple of days because the Dragon Age Veilguard gameplay video was launched. I posted a problem for aspiring builders to establish as many particular options and methods as they might spot. My experience is in gameplay, in order that’s the place I will likely be focusing. Experience on visuals like lighting, rendering, shaders, and so on. must be directed elsewhere.
0:22 – In-Sport Cinematic with shifting cameras
0:30 – Seamless cinematic switch to gameplay, quest monitoring UI component, completely different strolling speeds
0:36 – Interactable component with UI
0:43 – Digicam motion – orbital movement, however doubtless not removable
0:53 – Occasion member motion, together with ready for the participant as a part of an escort sequence
2:08 – Uninteractable NPC actors carry out animations
2:13 – Scriptable terrain modifications/destruction
2:18 – Scriptable interactions with a number of actors
2:29 – Uninterrupted conversations when transitioning from gameplay to in-game cinematic
2:39 – Context-specific traversal methodology with particular traversal animation (balancing throughout a skinny beam)
2:50 – Small sequence that’s doubtless unloading the final space and loading in knowledge for the following surroundings. Doubtless additionally locks gamers off from returning to the earlier space.
3:22 – Dialog wheel with “persona” icons and paraphrased phrases
3:39 – Dynamic stock in recreation cinematics, present participant’s gadgets
3:46 – Scripted Participant tools change throughout cinematic
4:04 – Quest variables (e.g. participant background) end in completely different NPC response
4:27 – Fight UI together with present goal (4 crimson dots), Fight log
4:30 – Participant can leap
4:33 – UI Melee hazard indicator for incoming assaults – silver for enemy attacking, gold for shortly impending injury
4:35 – Participant can sprint/dodge
4:39 – Occasion log – Gadgets/Loot notification
4:42 – Taking pictures UI together with hit/miss indicator (crimson reticle), time scaling, arrow charging (rounded purple bar above arrow depend), arrow refill cooldown
5:03 – Some type of particular cost/leaping assault
5:09 – XP achieve UI, Quest goal completion UI, Quest goal map indicator UI
5:12 – Auto sheath weapons
5:15 – Potion use/Well being restoration
5:18 – Get well potions from the surroundings
5:40 – Quest goal indicator change on method
5:49 – Ranged assault hazard indicator
5:51 – Defensive motion (participant displays injury again on ranged attacker)
6:06 – Enemies could be knocked off edges when deadly
6:10 – Destructible objects in fight, could be scripted
6:16 – Some type of “particular” dodge talent with VFX, doubtless a rogue class talent
6:51 – Second context-specific traversal methodology (sliding down a slope) additionally doubtless a second “can’t return” kind of lockoff
7:01 – Motion/Command UI (celebration/self capability instructions)
7:06 – Particular talent used, talent cooldown, enemy debuffed + UI (weakened), useful resource used (purple bar at backside of display screen)
7:07 – Fast use button mapping, doubtless for controller face buttons
7:09 – Useful resource bar refills by itself and on assault injury
10:47 – Totally different sorts of well being bars (doubtless magical protect and armor)
11:59 – Boss UI with each magical protect and armor bars. Undecided what the quantity 4 there signifies
12:15 – Telegraphed hazard zones projected onto the ground
12:22 – Fast get better timing occasion
14:45 – Dialog possibility for branching cinematic
14:51 – Follower approval UI occasion log
18:49 – Destructible object with well being bar and UI highlighting
Every of those components is one thing that might must be designed and carried out by somebody on the gameplay group working with UI, engineering, and artwork. See something I missed? Which did you get?
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