User Interface
Overview
Alex says of what's presented here:
The whole idea is: Smooth, seamless transition between game play and item management. Keep the player in the action.
My thought process was to look at this as more of a "whole experience", as rendering small parts of UI / UX at this stage might be fruitless until we establish the foundation of game play mechanics.
As such, here is a game play and control set mock-up, which is a starting point, and can be thrashed about.
NOTE: PlayStation Controller shown just for reference.
Controller Mapping
Weapon System
Weapon select system he says is "inspired by DOOM (2016)" - there are worse places for us to draw inspiration.
HUD
Inventory / Map / Etc
Lastly is Alex's idea for Inventory / Map / Etc...
Of this concept there's a group consensus that such an animation, played every time we hit the trigger button, would quickly drive everyone crazy. The first time we see it... "hey, that's cool" The 100th time we see it... perhaps a little less cool.