Sunday, November 12, 2006

Art & Design team: a reminder

Hello !

Just to avoid any confusions in the design we discussed what should be on screen.
As you know we have the game's play screen and the side column which shows time, health, success etc.

This is what we should have in the column. Obviously not as ugly as this; you can spice it up as much as you like with graphics, but please also keep the text above or underneath each of these.




Timer is where you see how much time is remaining. It can change according to power-ups you get, which is basicly more time.
Bank is where you bank rainbows, bombs (stars) and whatever else we add as bonus. So you use it when you feel it's more beneficial.
Mission shows how many symbols you have collected and need to collect in order to jump to the next level. Like a progress board.
Skins is where you can change the environment color, theme.
Symbols shows your progress in general by indicating how many symbols you have collected.


You guys should ideally meet up and discuss all these changes together so we have one design proposal that makes sense as a whole and that also includes sounds. We will not have enough time to add visuals into the next prototype so we will have to show a few slides of a very detailed screen shot of the game.

Once you have the interface designed it shouldn't be too much of a pain to make tweaks for other slides.

Examples of:

When rainbow is in effect.
When all doors are closed and one is open
When time runs out --> game over
When level is complete

These are some primary slides we need, if you have anymore , even better!

And please post last week's visuals to the blog for those who weren't there last week.

If you have any questions please post them here.
This is the space to refer to. E mail seems to be causing confusion with meeting times. Unless it's urgent please communicate here. Please get used to checking the blog frequently. Let me or Ivan know, if you need any assistance with maya or compositing.

Thanks

Alis

1 Comments:

  • A few small things:
    1.) The bomb/star will not appear in the bank. They will be on the board as it was in last week's prototype.
    2.) I'm not sure if we want a symbol collection to show overall progress. Could we just go with the levels or somehow combine that with the level display? Or are you thinking this is like overall progress between different sesssions, like the gems in ijji? If that's the case, it's okay to put that in the design flat, but it wouldn't not be implemented until way later.
    3.) For now, the mission for each level will stay as clearing a specific number of item(s), but it may change later to something different, like getting 2 combos in a row. I'm not sure if we want to go with a text directive and then just talley the mission like in Sushi King. For example,

    Mission
    Clear 5 Blue Circles
    2/5

    Means that they player has currently cleared 2 out of the 5 Blue Circles required to pass the level.

    By Blogger adang, at 12:34 PM  

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