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Ending Menu

Aryawwww edited this page Oct 5, 2022 · 4 revisions

Background

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.

Design

Color

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.

Form

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:

  • Full screen display has more display space than pop-up window. More clarity.

  • Too many pop-up windows may make the code volume too large

  • Full screen display makes commands easier to operate

Feature

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.

Button

image

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.

image

This button will allow players to restart the game. It can also be realized by calling functions through interfaces.

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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