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Ending menu design process
Players need to get feedback on success or failure after the game is over. This interface is a summary of all the player's operations, so that the player knows the final result of the game. After the game is over, the player can choose the next operation: return to the main menu or restart a new game, so the other purpose of this interface is that the player can continue to control the game without closing the program and re-entering. This wiki will record the design iteration process of the ending menu page.
- Different backgrounds for winning or losing screens
- Different logos representing winning or losing
- Text design (this includes the design of the prompt text "you win", "you lose" and the selection of the button text font)
- Other detailed design
This design is a idea obtained by summarizing the questionnaires after the group discussed several schemes. Then we will design each part separately. Below is our design process.
We discuss the following three design frameworks and ideas through group meetings.
Draft(version1) | Draft (version2) | Draft (version3) |
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The pop-up window at the top reminds the player that the game is over, and the player cannot perform any other operations except returning to the main menu. The advantage of this is that it does not take up too much screen space, and players can still see the game scene. The disadvantage is that the player cannot clearly see the ending of the game. | This pop-up window is similar to the form of advertising, the player is passive, what they can do is close the window and return to the main menu, but different from the first one is more visually impactful, and the player can realize that the game is over. | This is a full-screen pop-up window. In addition to the text, there will be a pattern to indicate the result of winning or losing. Players can directly choose the next operation on this page. |
After questionnaires and group discussions, we chose the third method because it has more visual effects than the first two, and players can make their own choices in this interface.
After the basic framework is confirmed, we determine the style and background of the UI interface according to the questionnaire and game theme. According to the game we determined all elements to be pixel style. In the original design, we wanted to use two different solid-color backgrounds to represent the winning and losing interfaces, such as one black and one white, but the contrast of the effect was great, and the color of the game was richer, so we changed it to a color gradient. In the end, we decided to use the same background for both interfaces. Compared to the losing interface, the winning interface added some shapes to represent the flickering light, so that our interface style was unified and did not conflict with the overall tone of the game.
lose | win |
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After determining the background, we need to design its elements and collect materials. The team finally decided to use hearts to represent loses and wins. Because it can represent life as well as mood. A complete heart means that the character is still alive and the game won, and the player should be happy at this time, while a broken heart means that the mission failed and the character died, and the player should be in a lost mood.
lose | win |
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In addition to the corresponding Logo, we also need to use text to intuitively remind players of the ending of the game. In order to match the theme of the game, we drew words in the form of pixels.
lose | win |
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Other details:We designed two pixel patterns cherry and apple for the two buttons to make the page not look monotonous and choose the appropriate font. According to the questionnaire, we chose the option of returning to the main page and restarting the game, so that the user can operate directly in this interface, and the game can be looped.
Cherry | apple | font | button |
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lose | win |
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- 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