WOLFCODER'S PROFILE

Author of LandTraveller, an animal-ear themed constructive action RPG on Steam.
LandTraveller
A top-down constructive action RPG.

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At Your Service- The Menu

...or bizzare input gestures on your touchpad and "innovative" new ways of doing the same old tasks.


Whenever I hear someone complaining about how everyone uses standards of UIs and how they need to be all innovative/imaginative I think of this:
http://www.youtube.com/watch?v=9BnLbv6QYcA

At Your Service- The Menu

post=110311
...But for so long, menus have been limited to boxy backgrounds, a list of commands and maybe a styled pointer. While it gets the job done, as an artist, I am bothered by the lameness of this...

I like simple or standard menus because I know what the hell to do. I'll get sick of a game very, very fast if the menus are all artsy and bewildering.

...Personally, I find it a bit depressing how unoriginal and over looked menu design is...

I usually stick with a standard menu design with themes matching what I want. However, I spend a very long time trying to get the menus as usable as possible. I spend more time on the HUDs and displays in the game because the player needs to look at information very fast without straining their eyes, and the display has to also add to the feel of the game.

Now, for any of you who's played any of the Donkey Kong Country games, they had it right. Stuff you needed to know was usually off-screen until it changed. The idea is simple, icons and numbers, but it matched the style of the game and worked just right.

In super smash bros., note how your damage % flickers when it changes and the stock icons flash when you lose them. Look at how the health bars in some games have an animated, draining red segment to illustrate just how much damage you took. The UI designer of the SIMs completely re-designed their control menu every single time they wanted to add something. All these little things actually matter and you miss them when they are not there (at least I really do).

post=111324
...
I forgot to bitch about this in my review for it. Yeah, pre-menus are a huge no no.

I really hate these too. I try to shorten the paths to the most commonly used functions of a game to single strokes while trying not to require too many different keys/buttons to remember.

Your Game Sucks

post=113052
...What he's saying is, if your goal as a game designer is to have people actually play your game, consider what he has said...

Hit nail on head.

I think a good one-person or small team game developer does a bit of both. That is, they make the game they wanted to make and play themselves, but they try their best to make sure it's enjoyable by at least a handful of people. The maker of TouHou, for example, kind of doesn't really care as he made the games because it's a game he wanted to play. Only the big companies will crank out stuff to please their wide target audience to make the most big bucks.

But then again, his idea of a fun game just happened to be a decent action bullet-hell shooter with kawaii characters.

Game Chill 2009

How would you even measure that anyway? Everyone plays games at different speeds, I've always wondered how the people came up with the Hours of Gameplay on the back of game boxes I've seen.

Screenshot Sesame Street (40th Anniversary Edition)

post=113187
...
@Wolf: What is that screen from? The 2D on 3D looks interesting.

It's from the Game Chill contest, I'm actually going to do a WeaponBirth game. My very first custom game (years ago one spring break week) was much like this only the controls were ass. And it starred Bomberman and Inuyasha as playable characters you could choose from, only I drew them myself as 16x16 sprites. I actually tried to hack up the default scripts that came with 3DGameStudio to make some weird Bomberman RPG, but came up with an action game instead. That was long before I found RPG Maker.

Yes, it reeked pleasantly of "lolz it's my first game" ^.^

oh yeah, and I actually called it Demo Level

Game Chill 2009

I'm doing better than I expected, usually I'm wasting time fighting with Acknex's quirky collision system getting the entities to stop sticking in the floors and such.

Game Chill 2009

Game Chill 2009

What, is there a virtual debugger in those tophats of yours?

Game Chill 2009

Really would like edit buttons on comment posts.

who said you could test our game
...


It's a charity I do here.

Game Chill 2009

Nope, they sure didn't.