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Ending Menu
Our team changed the direction of the previous background music in Sprint 3, and started to design the win/lose interface of the game.
The function of this interface is mainly used to let the transferring player know the result of the game (Win is displayed if successful, lose is displayed if unsuccessful), and give a prompt whether to end the game or return to the main page.
First, we determined that the design style should be pixel wind.
Then, According to the tips of the seventh group, our group originally planned to design a win/loss judgment interface based on green, but according to the group discussion and the survey report, our group finally decided to change the style.
This is because green is too similar to other interface colors of the game, which is easy to bring aesthetic fatigue to players. At the same time, if we change to red, we can make players feel bright.
At first, we planned to design the win or lose interface in the form of pop ups. This is because pop ups look cool. And the pop-up window can cover the game screen as little as possible, so that players can feel more immersive.
However, our group decided to change the pop-up window to full screen display based on group discussion and questionnaire. The reasons are as follows:
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Full screen display has more display space than pop-up window. More clarity.
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Too many pop-up windows may make the code volume too large
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Full screen display makes commands easier to operate
The ending menu's function is let users to see the results of the game more intuitively, and to summarize the results of all user operations. In the design process, the team chose to use a full-screen method, setting the background to black, using spotlights above the characters, and the full-screen information carrying more information.
Coupled with the special effects settings, it can enhance the expressiveness and operating experience of the game. The effects displayed by success and failure are different. Success will have a prominent "WIN" above the character, while adding special effects. On failure, the text "LOSE" appears, accompanied by a bleak animation. Regardless of success or failure, the user will have two options: exit the game or return to the main page to restart the game.
This button allows players to choose to return to the menu interface. You only need to create an interface on the code. It can be realized by calling the initial menu function.
This button will allow players to restart the game. It can also be realized by calling functions through interfaces.
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack