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Graphic Designs for the Improvement of Collecting Games
This wiki page will present the complete design process of the graphic designs for the improvement of collection games in each chapter. It will show the whole plan of design from the first team discussion, to the research, then to the final design.
After the discussion, we found out that we had trouble to locate the specific lines inside the scripts, so it is hard for us to use the lines as triggers for our game. Thus, we have to set up a new place as the 'reward collecting place' to allow players to gain the rewards they got from the NPC tasks/collecting games. And showing announcement board pictures will be easier to show these messages inside the dialogue box. Thus, we decided to mainly have different announcement board pictures popping up with different messages. And we also need a new design for the 'reward collecting place'. Also, we found out that there were no shattered scale design before, so we designed a pale and shattered version of it based on the previous design made by other team.
The announcement board design will still be follow the basic Pixel Grid Resolution. And for contingency, the basic design structure and color palette will follow the previous Dialogue Box Design.
For the congratulation board, we feel like we need to do something different to separate it with the announcement board, and also to create a feeling of success and achievement. So we used bright yellow to create the cheerful feeling, along with some ocean objects as decoration.
For the 'reward collecting place', considering it is Atlantics, ocean elements should be important. Since it is a place that could allow the player to collect the reward, we think of it as a gift place, or a place that the player could find treasures. So we did some research and found out that pearl shells could be a perfect match for this purpose. And for the 'pearl' (which is the reward), since it is still a reward claiming place, we decide to use the classical gift symbol to make the place more obvious.
Here shows a reflection picture of the pearl shell:
Finally, for the shattered, we used the previous design of the colored scales and made a pale crappy version of it. Here shows the previous designs for scales
Since we all agree that it would be easier to just pop up pictures of the boards, we just simply made pictures of each boards.
Here are the final designs of each announcement boards and congratulation boards:
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Announcement Board for Electricity Switch game in Chapter 1:
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Congratulation Board for Electricity Switch game in Chapter 1:
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The Reward Claiming Place:
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Announcement Board for Collecting Games in Chapter 2 & 3:
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Congratulation Board for Collecting Game in Chapter 2:
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Congratulation Board for Collecting Game in Chapter 3:
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The shattered pale scale:
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack