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Epilogue Building Process

RohanTeo edited this page Oct 4, 2022 · 19 revisions

Epilogue

Exploring the 2 endings

To get a good initial idea, we explored certain aspects of each ending to help us decide what each design needs to include.

storybuilding

Victory Screen Draft Designs & Exploration

Idea Generation

Using a mind map to generate some ideas and then expand on them.

IMG-3992

Draft Designs for Victory Screen

Draft #1

Epilogue Win Screen Draft #1

Draft #2

Epilogue Win Screen Draft #2

Draft #3

Epilogue Win Screen Draft #3

Draft #4

Epilogue Win Screen Draft #4

Draft #5

Epilogue Win Screen Draft #5

Final Design for Victory Screen

This screen should pop up as soon as the player wins the game. The design follows basic guidelines to achieve a pleasant and aesthetically looking victory screen.

  • Big “Victory!” text indicating what the screen is about
  • Golden Cup designed & included underneath Victory text for visual representation
  • Sun added for contrast as well as to help achieve a positive and pleasant vibe
  • Main character Chiron standing on sands – since the user controlled Chiron, it makes sense to include them in the Victory screen (integrating user into game)
  • Walls and buildings of Atlantis included in the distance to create further depth
  • Sands surrounding the city included to better represent Atlantis as a whole – helping to make it stand out
  • Details to the water – waves
  • Clear separation of water & the sky
  • Adding detail with clouds
  • Textbox with dialogue concluding the story – simple (following previous user testing from Sprint 2 where users mentioned they preferred to read few words over detailed text)
  • Included “Click anywhere on screen to continue” for flow between screens

WinScreenFinal

Post Game Screen

This screen should pop up as soon as the game is ended (regardless of win/loss).

User should have these 3 options. View Achievements at the end of the game, since the game is time based, and the player will usually have to worry about collecting resources, fighting or building. In order to continue the game, the user will also be asked whether they’d like to play again or not. Clicking on “yes” should restart the game, whereas clicking “no” should navigate them to the main menu screen. Clicking “Exit Game” should completely close the game.

PostGameScreen

Defeat Screen Draft Designs and Exploration

Ideation

To make it clear to the player that they have lost, we wanted to have some important elements to the defeat screen so that the user understands that they have lost whilst not demotivating them from playing the game.

We first focus on how to convey that the user has been defeated by the lose condition.

We go through different iteration of the crystal after being depleted of its health points. WhatsApp Image 2022-10-04 at 3 08 16 PM (1)

We chose to move forward with the broken crystal to show during the defeat screen so that the user clearly understands why they have lost. Moving forward during ideation, we wanted to portray what happens once the crystal is broken.

After having deciding upon important aspects for the defeat condition We wanted to set a perfect scenario.

WhatsApp Image 2022-10-04 at 3 08 16 PM

Design inspiration for the Defeat screen

WhatsApp Image 2022-10-04 at 3 49 09 PM maxresdefault DefeatScreen what-the-d3-death-screen-should-say

Final Design for Defeat screen

The following screen pops up when the crystal is destroyed i.e. the lose condition is triggered. The design follow the basic design guidelines to achieve a sense of defeat.

DefeatScreenFinal

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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