Friday, November 16, 2012

Week 2 blog. A new game.

This week me and my group went over our new game and how we would work on it. Many parts were taken to be worked on and I have picked the menu, UI, and achievement section for my task in the group. There was a lot of discussion on what we would do with our UI because it requires so much of the gameplay be very solid. This meant that my questions on what we would need to display to the player and what the game needed to work was hammered out. Now with my better understanding of the game and its parts I can get stuff together to make the game nice and functional.

With that said I have plans for how I will work on the UI system. At the moment I only have blueprints for how the UI should look at the end of all the work. It will look like this:


The top left corner of the screen will have the tabs for the menu, the shop, and achievements. The shop will only be usable from the main map screen, which means only a set amount of items can be brought to battle and should be planned and purchased beforehand.

The top right corner of the screen shows the number of units from each of the five types of basic units that you have purchased. Say that you have 10 of the first unit type and 23 of the second unit type, you can click on the one that will be active at the moment in constant build and know how many of that type of unit you have until you have to switch units or until you lose all your units.

The bottom left corner of the screen is the five shop items that you have bought and brought to the battle. Here you can select the type of item the basic unit sent out will have to fight with.

The bottom right corner of the screen will be a console that displays game events. Things like units created, units defeated, and other event things as such. This console will also be used to utilize cheats when they implemented.