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2. GUI Design Document
For the design of the GUI we decided to think of a simple concept, which only shows the essential stuff. In this way we avoid saturating the screen and also avoid overwhelming the player.
This is the game's temporary main window. As we mentioned before the design is very simple and minimalist
This is the selection indicator we have designed, we have decided to do so to give a classic look but at the same time functional.
For the indicator that appears when the user clicks on one of the options we have decided that the same indicator appears but of a different color. In this way the user receives visual feedback on their choice.
Finally for the release indicator we decided to make a bubble appear. We decided to make this change because if, for example, we changed the color of the indicator could confuse the user as it would be the third color that would appear on the screen.
This is the diagram of the different actions that can be done on the main screen.
- HUD Interface
Continuing with the concept of simplicity we have dissented this HUD in which only the essential information is shown.
On the right we have the team and the life that each of the members has.
At the top right we have the current mission that the user has to do.
And finally, at the bottom left we have a button that opens the team inventory.
This is the diagram of the different actions that can be done with the HUD.
- Pause Menu
For the pause menu we have decided to blur the current state of the game to give more importance to the options. We continued with the simple but functional design.
This is the diagram of the different actions that can be done in the pause menu.
- Combat Interface
To design the combat UI we decided to do an old-school design as we believe they are the most functional and simple to understand.
Some of the games we have based on are:
Persona 5
Pokémon Red
Chrono Trigger
