Player:
Energy bar on back:
- Indicates player’s energy level
- Arms indicate whether or not you can charge objects / drain objects. On / off
Bullet time visual change
Enemy tracking / aimbot
Overcharge missiles need to be blue, have a mesh / VFX
Environment:
Connected Battery:
- Yellow tape for guiding the players to where they need to go in the environment
- Different from batteries
- feedback that it has been used
Color different from player, washes out player
Interactables:
- All need to be standardized so that they are clearly interactable from first glance, when they are charged, when they are not charged
- Doors, impulse points, grapples, batteries, connected batteries, vending machines, elevators, fans
Mechanics:
Health bar on enemies