Ability UI

Designer(s): Adriaan Sheepers

Abilities have their own UI materials to identify their functionality, as well as additional UI elements for assigning abilities, tracking abilities, and viewing all collected abilities.

Guidelines

 * Situational: Ability UI elements vary in accessibility and detail regarding the functionality of the ability.
 * Character Driven: Abilities are linked to a squad member and that is clearly mapped in Ability UI.
 * Progressive: Abilities have conditions for firing.

Icons

 * Color Coded: Abilities have their own type. That type is reflected through their color.
 * Utility: Icons provide a quick hint at the functionality of the ability.

Description

 * Nested: The description only shows up on player input (Hover over).
 * Highlight: Critical information is highlighted in the text.
 * Condition/Action: Description contains the condition and the action for the ability.

Ability Tracker

 * Activation: Ability activation needs to be clearly displayed.
 * Progression: Abilities with lengthy conditions require components to communicate the progression of conditions.
 * Character Driven: Abilities need to be mapped to their squad members.

Upgrade Wheel

 * Ability icon: The collected ability is displayed prominently in the center of the wheel.
 * Description: Underneath the ability, its description communicates the ability condition and action.
 * Inventory: The inventory opens up to show the abilities of other squad members.
 * Assign: Every squad member obtains their own assign slot so they can be given the ability.

Inventory

 * Abilities: All assigned abilities are displayed on the inventory wheel.
 * Character Mapping: Abilities are mapped to the world position of its squad members.