Click_To_Play Menu System.
School Project:
Task: Create a Menu System for a Development Crew. Specifically, I must make a menu to show off my skills for the fictional group Unruly Ember.
In the assignment, I must create either a Science-Fiction, Fantasy, or "Horror" themed menu. I have five weeks to create this menu, and it will be made using the Unreal Engine. Before I start developing the menu itself, I need to make sure I understand the brief. To show this, I'll explain what rules I need to follow that the brief says:
1. Time Constraints
Time is an important problem I will have to contend with, as I have a limited 5 weeks of total time. So, to try and reduce the amount of work I'll have to do at school, I'll do extra implementation, and art creation at home.
2. PEGI Guidelines
The PEGI rating is for my menu should be twelve according to the brief (PEGI is the group that makes game ratings for content.)
So, no violence, and gore, and adult topics.
To explain what CAN be safely used in my menu, I can have some violence, if it is not graphically violent, and I am allowed to have minor scenes of stressful tension.
Decapitation, or realistic bodily harm is NOT tolerated. That's classified as PEGI 16 to 18.
Hitting someone with a turnip with a goofy face? That's violence that will be rated at PEGI 12 or below.
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Part Two
In this part, I am required to show a list of menus that inspired me, and my work.
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I decided to show the main menus of a few games I particularly like, although I mostly picked them for their artwork.
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1. The Dandara menu:
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Most of the menus here follow a vertical layout,
and this is not an exception.
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This menu also shows the artistic approach of having an image begin on
the left of the main title block, and spread over the text.
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2. The Infinity Blade Menu:
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This menu is populated with a wide screen background image meant to draw your eyes to the plot-important tower.
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Although this doesn't show the buttons, as the menu for Infinity Blade has a slow fade-in for the buttons,
the framing for this menu's buttons does also follow the vertical layout.
Moodboards
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3. Bread Game:
This is the main menu for a project I created in my own time, "The Bread Game". It is here to show how I also, in my own work, use the vertical button layout.
4. Cave Story's Menu.
As I was advised that using a menu I created was not a good idea, as it didn't show any research, So, as a quick "new" menu I chose, I picked the menu for the game Cave Story.
When you first see the menu, you realise a visual fact about it:
This is yet another game that uses the vertical button layout. I look at the game that inspired Cave Story, the game Metroid, and you realise that this is a vertical layout as well!
There seems to be some quality of this type of menu that I like which keeps causing me to choose menus with this layout, instead of other menus that I could have chosen.
LAYOUTS:
After this realisation that I think vertical layouts are hot stuff, I now have to set up a flowchart layout.
This is an overcomplicated flowchart, compared to the fact that I am unskilled in Unreal, and so to a complete newcomer, creating a menu of this caliber would be incredibly hard.
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Return
VISUAL MENU LAYOUTS:
Here are two menu layouts, both vertical, with a few notes on design plans written in the margins
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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.
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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.
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I drew both pages digitally, and seperated all the respective parts, to make a set of asset lists.
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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
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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.
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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.
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But, what I DID do was make a wicked brown hued color scheme!
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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!
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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.
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