All Will Be Dust – Video Game UI Design

Ludum Dare Game Jam #50

Ludum Dare is a worldwide competition to try to make the best game possible in 72 hours. We were provided a theme of ‘Delay the Inevitable’ at the beginning and had to conceptualise, design and build a playable video game.

For this project I used the game design software Godot to design, code and test the UI elements for the video game. This includes designing the initial menus, the UI elements within the game screen and also coding the text in-between the chapters. This was my first time coding using Godot but I had a great time linking up the assets I had designed and made to show elements such as the wave number and health bar of the player.

Another aspect I tried my hand at was lighting. I was able to add light to the individual enemies, make the environment feel ‘gloomy’ and also make the UI elements stand out more to give them a neon sign glow.

Play the game: https://mattheinrich.itch.io/all-will-be-dust

Game entry: https://ldjam.com/events/ludum-dare/50/all-will-be-dust

“Six days… Six days was all it took, for everything to fall. The great accomplishments of humanity meant nothing in the face of this.

The Cybernetic Intelligence, Innana, Was supposed to change our world, usher us into a new era. Built to learn, adapt, and thrive in any environment. When this unsurpassed mind was turned against us, nothing we tried worked for long, as the Intelligence learned to predict our strategies and counter them.

The colony ship launched successfully, but I wasn’t on it. We kept the launchpad clear for as long as we could, now my days are numbered. But I’m going to do as much damage as I can before I’m done.”

In All Will Be Dust, the AI will adapt to exploit your weaknesses as a player. Enemies will mutate and vary in different ways as the game progresses, and any that are successful in damaging you will have their strengths replicated in future waves. Don’t make the same mistake twice, it could be fatal!

Programming: May Ottway Matt Heinrich

Game Design: Matt Heinrich Lilith Hills

Art Design: Zaya

Interface Design: Amy Cotton

Writer: Lilith Hills