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lukeperry1998 edited this page May 3, 2021
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This is the screen that allows the player to resume their game - or override their current save and start a new game. We decided to not have a multiple save function for the scale of this project, as this is something we can always implement later.
- (all buttons should have Traffic4 font - found here https://www.dafont.com/traffic-01-06.font)
- When hovering over a button, the text should enlarge by roughly 10% and the colour should change to #FFFFFF (White).
- When a button is selected, it should instantly transition to the next page. To keep it minimalistic, there is no animation or effect needed on the text. To indicate it has been pressed a small sound effect should play.
Example: (3840 x 2160 px)
Resume Game
- this function only appears if the player is returning back to the game.
- when pressed it should return the player directly back to where they left off last time they exited the game. The transition for this will fade to black, returning the player to the game.
New Game
- if this is being pressed for the first time, the screen will transition to black and the intro cut-scene will play - putting the player into the game.
- if the player has already started a game, and this is being pressed instead of "Resume Game", then a Y/N prompt appears, asking the player if they would like to override their current save. The transition for this button will be an instant pop up of the Y/N prompt, with the Begin screen still in the background. It is important that the Y/N prompt starts on 'No' in case the player is spamming a button and accidentally deletes there save
Back
- this will take the player back to the Main menu screen. The transition for this will be a pan to the LEFT.
The squirrel will walk across the screen and sit down (facing the player) next to the New Game and Resume buttons.
- if the player presses the back button the screen will pan to the LEFT, and the squirrel will be back on the sign, as it was when they first launched the game.
Organisation
- Team
- Platform
- Intended Audience
- The Schedule
- Process
- Software
- Scope
- References
- Risk Assessment
- Testing
Narrative
The Machinery
- Design Pillars
- The Loop
- Movement and Player Abilities
- Fast Travel
- Camera
- Controls
- Objectives
- NPCs
- Food
- Save and Load
- Music and Ambience
- Respawning
- Layers
- NPC Interaction
Level Designs
Aesthetic
Animation
User Interface
Research
- Alert Behaviour
- Investigative Behaviour
- Play Behaviour
- Grooming Behaviour
- Foraging Behaviour
- Caching Behaviour
Level Designs [Legacy]