Refer to attached image for an impression of my idea
Shapes:
Circle - Fixed button or joystick
Rectangle - Bar
Diamond - Button that only appears when a suitable object is on screen. Button will hover over and follow the object. (For example, if a downed player body is on screen, the execute button will hover over it.)
Elaboration
Attack button - Tap for light attack. Hold for heavy attack.
Jump button - Tap once for a single jump. Tap twice for double jump. Tap near a wall for wall jump.
Dash button - Tap once to dash. Can visually show cooldown.
Skill buttons 1 to 5 - Tap/hold to use respective skill. Can visually show cooldown.
Joystick - Tilt to walk. Drag to run. Drag further to auto-run (User continues running even if joystick isn’t held)
Health Bar - Shows current health of player
Breathing bar - Shows breathing for slayers. (Also used for Spider Dad BDA)
Exp bar - Shows player’s experience
Food bar - Shows how hungry the player is
¥ text - Displays ingame currency ¥
Interact/execute button - Used to interact with NPC, object or to execute a downed player.
Chat button - Used to access chat
This layout can also be used for chainbound
Note:
I did not allocate any space for the shift lock button, demon special skills and the display of global cooldowns, which the developers can decide.
Bars should be centered, but in the image it isn’t because using google slides on mobile is a pain in the ass
Why did i make this: I tried out mobile on dsrpg2 out of curiosity and almost vomited blood seeing the 3 different jump buttons, disorganised skill buttons and buttons that aren’t evenly spaced. So i pitied mobile players for the first time and made this suggestion.
Edit: it seems i have forgotten the block button. just pretend it’s somewhere near the jump button
Edit 2: i also did not account for items such as blades and cosmetics. oops.
tbh_im_just_bored2162011#8087 You’ve Reached Level 4