Skip to content

Graphic Designs for the Improvement of Collecting Games

AlynnLi edited this page Oct 18, 2022 · 3 revisions

Introduction

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.

Discussion

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.

Research

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:

e3730d0cca7d459a303dd9b901b081c5

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

Design

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:

  • Announcement Board for Electricity Switch game in Chapter 1: 电闸告示1

  • Congratulation Board for Electricity Switch game in Chapter 1: 电闸告示2

  • The Reward Claiming Place: 领奖处

  • Announcement Board for Collecting Games in Chapter 2 & 3: 领奖处告示1

  • Congratulation Board for Collecting Game in Chapter 2: 领奖处告示2

  • Congratulation Board for Collecting Game in Chapter 3: 领奖处告示3

  • The shattered pale scale: 灰暗的鳞片

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

Clone this wiki locally