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Epilogue Building Process
Epilogue
To get a good initial idea, we explored certain aspects of each ending to help us decide what each design needs to include.
Using a mind map to generate some ideas and then expand on them.
Draft #1
Draft #2
Draft #3
Draft #4
Draft #5
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
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.
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.
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.
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.