VISUAL MENU LAYOUTS:
Here are two menu layouts, both vertical, with a few notes on design plans written in the margins
These are two pages of feedback on Menu Layouts One and Two, along with an Asset List for fleshing out the two (soon to be three) designs.
I did not edit these before posting, so there's a lot of rushed repeating.
There's not much difference in the feedback pages.
Part Three
Asset List and Half_Term Designs
I had written out the site in a way to help with readability, and combined the work of weeks 2 and 3 into one section due to the similar subject matters.
This means there's no specific section on week 3.
Because of that, this section represents week 4's work.
I made two layouts for asset lists. A Sci-Fi themed, and a Horror themed layout. The page underneath here is the page of Color schemes, some button shape ideas, and a small sketch of the Horror's Ideal layout.
Why did I not use a medieval asset list?
If i made that choice, I'd have nearly nothing to work with, as everything would either look like Sir Lamorak's Quest, an old mobile game that most of my gaming love came from, or Infinity Blade, an Unreal Engine mobile game that I heavily admire, (Shown Above)
So, to avoid replicating the menus of games I admire, I went with the other two choices.
Also it gave me a chance to make some Outpost Gamma art.
I'd never pass up that chance.
This is where the color designs created in week 2 are flat out said for once:
Horror's Grey shades, along with a hint of red, for effect.
This was changed to Greys, browns, and a bit of yellow.
The Sci-Fi plan explains the desert-like colors, which mostly means browns, yellows, creams, and a few oranges.
I drew both pages digitally, and seperated all the respective parts, to make a set of asset lists.
I used this "Horror" asset list, colored in Grey and Brown Hues, for the Click-To-Play Menu.
As you may have noticed, I took it directly from the source image I drew a day before adding this art
Though, at the time, I didn't have any other art for the options, or confirmation text, due to an error with loadng the sprites.
I did not use the Sci-fi asset list, fearing it would be too complicated.
I made the same error of not having sprites for different scenes, and no confirmation text, due to a loading error
I drew this Sci-fi image, and colour scheme based off of an old tabletop board-game of the same name, Outpost Gamma.
I didn't use it, as there was a ridiculous number of layered sprites in this image's files.
​
But, what I DID do was make a wicked brown hued color scheme!
This asset list features:
1. Three buttons of variable shapes and sizes! (Cylinder, sign, and head-thing)
2. Three colored texts for Start, Options, and Quit!
3. A Handdrawn background! (handdrawn as in, I used my hands to move the pen I used)
4. The words Outpost Gamma in BIG letters!
and
5. A gamma radiation symbol, that looks like a massive yellow "Y"! FUN!
*I say it was too "complicated" and that means the layers were all wacky, and if I was going to change how a button looked as you pressed it, I'd have to change the Button, and the Shadows on the button, and the button's text.
I took the inspiration off of this Heritage game: Outpost Gamma.
The desert-set space-survival adventure game gave me the brown, sandy colors and environs.
Part 5
The Final Stretch.
In which it is the final week of the Click-To-Play Menu Project.
Tap for a link
This should be checked using the Gibbs model! (of reflection)
I should know:
1. What I did, and how well I think I did it.
2. What I think I did well, and what sucks horribly, and what I should change.
3. I should know, and be able to assess what I should do to fix my errors and issues,
and
4. how I should go and fix the issues in a feasible, realistic way.
Now, the way that I did reflections during this assignment is that I noted my errors, shorthands, and what went fine while creating the project during every week, depending on the week's material
THE MENU VIDEO:
This is the video showing the Click-To-Play Menu I was supposed to have by the end of this assignment.
The video shows the menu, with the three buttons, in two forms:
Seconds 00 to 38 show the menu with all buttons in working order, and connected to some placehold scenes, to show that they work.
Seconds 39 (when the first screen is pulled down) to 58 shows the same menu wired up to a game, with the Options button unconnected to show that the button turns to red upon being clicked.
We note that there is no sound, as I didn't record any, or an affirmation on leaving the game. This is due to a small shortsight, because I had, while drafting out what I needed to create, completely forgot that sound, and affirmation tabs should be in a menu.
So, how do we fix that?
Simple! I just add in some Placeholders!
Here is a video of the first menu, featuring a confirmation menu placeholder.
In the placehold, the quit game button is the top one, and the return to menu is on the botton, so I had them in that positioning in the blueprint.
That meant that my quit game button... brought you to the main menu, as I had accidentally set the outcomes to the wrong slots, and so, the outcomes reversed.
When I fixed the problem by simply reversing which button input caused which effect, it led to the video you see above.
The fourth Re-do:
This is the video showing the Click-To-Play Menu I was supposed to have by the end of this assignment.
I have confirmation screens, which is new and novel to me, as I have never made one before now.
Part the Last.
As it had been noted before, I was setting up my notes wrong, and week 2 and 3 were combined into one large section.
This had unforseen consequences, as now my website is ever-so-slightly off, and is now one section too short.
WARNING NOTE. As I had made all the art by hand, and since there was an error with importing the assets, I never made any art for my "placeholder" confirmation menu, and options screen. In my original plan, there wasn't really going to be an options, just a credits button., so I never thought to make one.
So, my bad there.
Assessment Notes, and Feedback
Now at the end, my experience is that I did a reasonable job of a menu. I was told to design a menu that would fall into a ranking of PEGI 12 or less, and I think my menu has hit that mark.
I feel that one of my mai issues was that I would lose track of what to work on, or not completely think over all my choices for the assignment.
Personally, by reflecting, I did a nice job on the art assets, and with this task being the first time I used a drawing device for a school project, I think I did a pretty good job with creating the art to follow the ideation designs.
But, even though the assets were good, I didn't plan properly, and I missed out on being able to make the Confirmation Scene art assets, and I made no art assets that could be used for an Options scene.
That was an issue that arose from not planning out and doing everything well enough, and I should work to not repeat that occurence.
I will try to fix these issues by applying more time to properly implementing my designs, and working to note down plans for every eventuality
(IN the future, I practically did this by setting up a menu system in the Tiny Rooms project under the name of the Q is For Query widget. It was enjoyable to make, and was a practical application of things learned in this assignment.)
And so, the project is completed.