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Ending menu design process

Jiayi Jiang edited this page Oct 4, 2022 · 6 revisions

Purpose of the ending menu page:

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.

Content of ending menu:

  • 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

Design process:

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.

First step:

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.

Second step:

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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Third step:

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
资源 1 资源 2

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
资源 4 资源 3

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
资源 5 资源 6 image 资源 3

Final Version:

lose win
画板 1 画板 1 副本

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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