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Design Guidelines

baguspr edited this page Aug 28, 2022 · 10 revisions

The purpose of this design guideline is to ensure consistency across all teams. The Google Docs file is used as a platform for every team to contribute and express their opinions. It is also used as a conversation platform where we find common ground in terms of the design of the Atlantis Sinks.

Game Overview

  • Genre: Base-builder tower defense (BBTD)
  • Perspective: Isometric
  • Design style: Detail pixelated

Colour Scheme

The color scheme was created to create a sense of consistency in the design. We have specified each color for each specific purpose.

Buildings

We chose these colors for our buildings because we designed the game to fit the old greek style where these colors dominate.

  • F1EEE4
  • F5F5F5
  • DFCCA4
  • F7E3AF
  • CFB649
buildingColors

Buttons

We made the buttons according to these colors so that users could easily distinguish them and know what to click

  • E76F51
  • F4A261
  • E9C46A
  • 2A9D8F
  • 264653
buttonColors

Characters

The characters would have the skin color of a normal human. We have chosen this color palette for the characters for pleasant skin tone color.

  • 8A5A44
  • B07D62
  • C38E70
  • DEAB90
  • E6B8A2
  • EDC4B3
characterColors

Grass

The grasses below the terrain have the color of a leaf in general. Shades of green were chosen to create depth.

  • 50B03E
  • 5CA14F
  • 469C36
grassColors

Ground

Below the grass, the ground has a brown color as the main shade as they are the color of the soil.

  • 86592D
  • 734D26
  • AC7339
groundColors

Sea Monsters

The sea monsters that would attack at night have a bluish and purple color. This was to adapt them to the environment when they are attacking at night so that they would fit the dark sea atmosphere.

  • 006466
  • 065A60
  • 0B525B
  • 144552
  • 1B3A4B
  • 212F45
  • 272640
  • 312244
  • 3E1F47
  • 4D194D
seaMonstersColors

Water

The water bodies surrounding the terrain would have a blue color. Shades of blue were chosen to create depth for a more realistic and detailed view.

  • 00B4D8
  • 0096C7
  • 0077B6
  • 03045E
  • ADE8F4
  • 90E0EF
  • 48CAE4
waterColors

Software

The software that we used to design the game is Pixilart. This was chosen because it provides a complete design development in pixel style as well as allows users to create animations on it.

Font

The fonts that we have chosen have a purpose. They will have a hierarchical structure so that users could easily distinguish them. The chosen fonts have a design that would fit the pixel-style game effortlessly.

Bold

The 8-Bit Operator font is the chosen bold font. It would serve as a header and also highlight important prompts or dialogues so that users could easily remember them.

image

Regular

The Minecraft font is the regular font that would be used for almost every prompt and hint. It has a thinner lining compared to the 8-Bit Operator font which would make it easily distinguishable.

image

Mannerisms

Entity describes any placeable, moveable, or interactable object (excluding buttons and other UI elements). Building, Character, and Obstacle all inherit from Entity. Dimensions (length, width, height) for each Entity and Entity subclass should be defined in gu. Thus strict placement functionality would be needed to be created (see Snap-to-grid Isometric Game Functionality).

Grid

Consider a tile of space of 1 gu2, Entities must occupy space and/or be defined by such a measurement. Buildings must occupy a full tile however other Entities like Characters are not restricted in that way however must be scaled appropriately to the Building dimensions. All Buildings must be Snappable to the Grid. Additionally, the amount of space taken by a Building must not exceed its dimensions.

Terrain

The terrain provided is a foresty island with rocks on it surrounded by the sea. A “fake height” dimension will be included to mimic water rising/falling and new land appearing. The map will be scrollable so you don’t see all the land at once. The reason for this is so any obstacles, buildings, artifacts, characters, etc. can be seen.

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

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

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