Extra Life Game Project
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Menu hierarchy

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Menu hierarchy Empty Menu hierarchy

Post  jordan Mon Jul 18, 2011 11:41 pm

Alright, so I took what I had on paper and drew up a little diagram. I haven't actually begun working out the visuals for the UI yet, mainly because we still need to determine a lot of things about the game. But here's what I have for the main menu. This is just the hierarchy, I'm just posting this here for discussion so I can help iron out the details before I get to work on the graphics side of things.

Menu hierarchy 6632a

I'm just going to go over this graphic in a little more detail.

New Game should be fine, a simple yes/no prompt to make sure the player actually wants to start a new game and didn't just click by accident.
Load Game only will bring up one window. I'm assuming that we're going to have multiple save slots, but then again I'm not a programmer, so I don't know how the saving/loading is done. If we're only going with one save game at a time let me know so I don't end up making an extra window Razz
Options - As you can see, the options menu will have the largest branch.
> Controls - This will lead to a keyboard setup screen. Once again, I don't know if we're going to end up letting the player custom remap the keys or not, it might be way too much extra work to be worth it. I'm no programmer so I don't know.
> Audio - Once again, I'm not sure whether or not it's easy enough to set certain sounds as effects and others as music so the player can turn them up/down individually. I'm assuming at the very least there will be a master volume control.
> Video - So, the native resolution will be 1280x720. Not sure if we're going to be able to have the player set it differently in windowed mode or if they can either just have it windowed at that res or fullscreen at their own res. The one thing I'm pretty sure about though is that with flash it should be pretty easy to select betwee low/medium/high quality since it is built into flash already.
> Return - self explanitory
Credits - Not sure if this is going to be animated or just a still screen with everyone's name and some music playing. Maybe we can just make it still and have a more flashy credits at the end of the game itself.


So yeah, that's it for the main menu. Programmers, please take a look and let me know what is and is not feasible so I can adjust and finalize the main menu hierarchy. Once that is done I can start on the graphics end and eventually get to the in-game UI.
jordan
jordan

Posts : 42
Join date : 2011-07-03
Age : 36
Location : Pittsburgh, PA

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Menu hierarchy Empty Re: Menu hierarchy

Post  Admin Tue Jul 19, 2011 7:35 am

Yeah looks great. That's pretty much what I had expected the hierarchy to look like. Coding shouldn't be a problem for it.

Admin
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Post  DoctorRheet Tue Jul 19, 2011 4:50 pm

jordan wrote:I don't know if we're going to end up letting the player custom remap the keys or not, it might be way too much extra work to be worth it. I'm no programmer so I don't know.
I'm no programmer, but it should be insanely easy to use variables instead of actual keystates for the controls.
Also, the option to reset controls to default would be handy, though not necessary, especially for a simply-controlled RPG.
DoctorRheet
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