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Epilogue Building Process

viktormmilanov 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).

PostGameScreen

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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