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Guidebook Planning

baguspr edited this page Oct 3, 2022 · 7 revisions

In Sprint 3, the UI team is focusing on creating a Guidebook; a manual for players to see information regarding the game. The feature was proposed by the studio in order to provide users knowledge that is required to play the game. The Guidebook contains information such as controls, icon meanings, game how-tos, and many more.

Wireframes

Proposed Designs

IMG_0930 IMG_0929 IMG_39D1A4A02266-1

Three designs of the Guidebook have been proposed. User testing was done to choose the design that is going to be implemented. Due to popular reasons and rational reasonings, we chose to go with the first design; the flat book design. For more details regarding the testing session, please refer to this page.

Design Development

To illustrate an accurate preview of the Guidebook to aid development, a more detailed wireframe was created. Hi-def Wireframe

Description

We designed the Guidebook in a way that is easy to use and informative. Here are the things that could be found in the Guidebook.

  • Table of Contents: This could be found on the first page of the Guidebook. When people open the Guidebook for the first time, they know exactly which topics will be covered. Thus, the topics that will be covered are in the form of a button, users can click them which would directly redirect them to the chosen topic.
  • Description: The description regarding the covered topic would include details on how to understand them. On some topics, images would be paired with the description to further elaborate to users how to perform an action step by step.

Design Feedback from Potential Users

User testing was done to determine the functionality of the Guidebook. All of the 5 users concluded that the design of the Guidebook is really straightforward. It gives them the information that they needed. The table of contents helped them to get to their desired information quickly because it redirects them directly. Overall, the Guidebook could be said that it is well designed.

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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