I decided to focus on streamlining the navigation of the interface this week. While I feel it is clear where to press and what buttons will do, legibility and continuity are areas to refine. As such, I have redesigned the intro-menu to be very similar to the pause menu. This should create familiarity within the interface rather than confusure over constantly varied screens. The inventory menu has undergone significant change, now being much clearer in my opinion.
All of the buttons in the navigation bars have been simplified so that the text is simpler, bolder and less confused with the imagery behind it. I have also developed every button within the menu to conform to the same style of being bold and black and a similar size, then glowing white when hovering over them. I have also tweaked the options menu, so that settings appear clearer and more distinct.
I feel positive about where I am with the project. With four entire weeks left, I am almost two-thirds of the way through, but feel that because I started quite quickly in the earlier weeks, the interface has had a huge amount of time spent on its development. By the end of next week, I should be ready for some user-testing to get feedback on the work so far.
Saturday, 22 November 2008
Week Eight - 10/11/08
The Flash file is feeling complete, but I still have plans to improve it and expand it. I started with the HUD and added a reloading animation to play after the weapon is fired. I have also developed the wax seal and animated the increasing numbers on the coins to count up. In addition the this I have scratch-built a remodelled clock in Photoshop, where the minute hand ticks round completely and the hour hand moves every minute. This conforms to how time is handled in freeroam titles.
I have continued development of the menu with new screens and refined buttons.
I have continued development of the menu with new screens and refined buttons.
Week Seven - 03/11/08
I have created a working start menu with imagery to introduce the user to the theme of the game. The options menu has been developed further, including a slider for certain options and miniature pistols that act as buttons to change content and fire when pressed. I have completed the video and audio options leaving controls and HUD.
The HUD has been developed so that now, when you press on a marching soldier, the gun fires. I have also added a moving sky as a background to the menus and I think it really completes the look.
Finally, in a HUD-focused week, I have created and the coins to represent the money, developing numerous different shapes and colour combinations to make them look varied.
The HUD has been developed so that now, when you press on a marching soldier, the gun fires. I have also added a moving sky as a background to the menus and I think it really completes the look.
Finally, in a HUD-focused week, I have created and the coins to represent the money, developing numerous different shapes and colour combinations to make them look varied.
Week Six - 27/10/08
This Week I have moved from scanning hand-drawn imagery to designing in Photoshop. Although challenging and time consuming to start with, I have created a wax seal and candle from scratch which I feel look very effective.
Using images from my photo library, I have created a token background for the HUD screen to make a setting for them. I have decided to create my own backgrounds in Flash rather than using video capturing software such as FRAPS to generate in-game footage. This decision was due to the fact that as it was my own game, it would be difficult to capture relevant or appropriate footage. Creating my own also gives me total freedom in how I can use it to display how the HUD will change with environmental influences.
I have developed the firing animation for the pistol and added a walking and standing animation for the arm.
I have also decided to add an opening start menu to complete the interface. the player would therefore be able to start a game in the introductory menu, then pause the game from the HUD interface.
Using images from my photo library, I have created a token background for the HUD screen to make a setting for them. I have decided to create my own backgrounds in Flash rather than using video capturing software such as FRAPS to generate in-game footage. This decision was due to the fact that as it was my own game, it would be difficult to capture relevant or appropriate footage. Creating my own also gives me total freedom in how I can use it to display how the HUD will change with environmental influences.
I have developed the firing animation for the pistol and added a walking and standing animation for the arm.
I have also decided to add an opening start menu to complete the interface. the player would therefore be able to start a game in the introductory menu, then pause the game from the HUD interface.
Week Five - 20/10/08
I have continued with the advanced development of the menu system, bringing in my own imagery to replace the flat blocks of colour.
I have experimented with filters and alpha settings in Flash to create distinct and stylish effects and have continued the style throughout to maintain continuity and ease the navigation.
I have added the background for the button menu, being a charcoal effect. This was a photo that I took of tree bark, and once processed in Photoshop looks quite effective. I chose charcoal for the interesting repeated pattern it makes and its relevance as it is one the key components of gunpowder.
Following a meeting with my tutor, I have improved the legibility of certain buttons through simplifying the font and increasing their sizes. The scroll has now been completed, with manipulated photographs of paper to make up the imagery. It now opens to start with, closes to the navigation menu and reopens as content is changed, and closes when the game is resumed.
The options menu has been developed to include the options the user could change in-game.
Finally, the HUD has been integrated into the same flash file and I have added an image of the character holding a gun from a first person view. The view can be changed to 'iron-sights', or looking down the barrel of the gun, with a button press and the general layout of the hud has shifted.
I have experimented with filters and alpha settings in Flash to create distinct and stylish effects and have continued the style throughout to maintain continuity and ease the navigation.
I have added the background for the button menu, being a charcoal effect. This was a photo that I took of tree bark, and once processed in Photoshop looks quite effective. I chose charcoal for the interesting repeated pattern it makes and its relevance as it is one the key components of gunpowder.
Following a meeting with my tutor, I have improved the legibility of certain buttons through simplifying the font and increasing their sizes. The scroll has now been completed, with manipulated photographs of paper to make up the imagery. It now opens to start with, closes to the navigation menu and reopens as content is changed, and closes when the game is resumed.
The options menu has been developed to include the options the user could change in-game.
Finally, the HUD has been integrated into the same flash file and I have added an image of the character holding a gun from a first person view. The view can be changed to 'iron-sights', or looking down the barrel of the gun, with a button press and the general layout of the hud has shifted.
Week Four - 13/10/08
I began this week by developing the static HUD into an animation, displaying the movements of the content thoroughly.
I have developed the menu system extensively and the buttons are now represented by their gun lock-mechanisms with precise historical accuracy, which has required research and sketchbook development to plan how they would appear side-on. I have decided to endeavour to generate the entire project from scratch, to add an extra challenge. As such I will use only my own imagery: either hand-drawn and scanned in, scratch-built in Photoshop, or my own photographs that I have manipulated in Photoshop. I have also decided to try and create all of my own sounds to accompany the animation, with music created in Garageband and Foley recorded with equipment from college.
The menu now animates as a scroll; opening and closing when the content is changed. I have also began experimenting with media with my concept art, including pencil, pen and inks.
I have developed the menu system extensively and the buttons are now represented by their gun lock-mechanisms with precise historical accuracy, which has required research and sketchbook development to plan how they would appear side-on. I have decided to endeavour to generate the entire project from scratch, to add an extra challenge. As such I will use only my own imagery: either hand-drawn and scanned in, scratch-built in Photoshop, or my own photographs that I have manipulated in Photoshop. I have also decided to try and create all of my own sounds to accompany the animation, with music created in Garageband and Foley recorded with equipment from college.
The menu now animates as a scroll; opening and closing when the content is changed. I have also began experimenting with media with my concept art, including pencil, pen and inks.
Week Three - 06/10/08
I wanted to hit the ground running with this project and so have begun designing in Flash. I have decided on the preliminary layout for the menu, where I will have a global navigation bar to reinforce ease of access; a prevalent theme of the project. To make the interface interesting and fun to use, I have decided to animate the 5 main gun mechanisms of the age to act as the 5 buttons on the navigation bar. The evolution of gun-powder technology will be a major theme in the game and so this will tie in nicely. Although it might be a short while before the user learns what each button does, I don't feel it will affect the navigation negatively, while having a positive affect visually.
I have completed a still for the HUD, having decided upon the necessary content from my research. I have also animated the menu system so that pressing on the 5 navigation buttons will change the content on the screen. Although very basic at this stage, I should be able to develop this file into a full interface.
I have completed a still for the HUD, having decided upon the necessary content from my research. I have also animated the menu system so that pressing on the 5 navigation buttons will change the content on the screen. Although very basic at this stage, I should be able to develop this file into a full interface.
Week Two - 29/09/08
This week I have brainstormed and developed detailed layouts for the interface, filling 22 pages in my sketchbook.
In order to make the construction of the Flash file simpler, I have begun to plan the structure of the frames and movie clips within it, including some code. My previous Flash project became quite complected as I didn't plan the structure, just kept adding stuff. This way, I hope the file will be easier to work in and make finding content within it simpler.
In order to make the construction of the Flash file simpler, I have begun to plan the structure of the frames and movie clips within it, including some code. My previous Flash project became quite complected as I didn't plan the structure, just kept adding stuff. This way, I hope the file will be easier to work in and make finding content within it simpler.
Week One - 22/09/08
This week we received our brief for the designing for the user module and I decided to base it on an idea for a game of my own that I intend to focus on next year. The project requires us to generate or redesign an interface for an existing game, or one of our own creation, using Adobe Flash.
The working title is New Model Army and it is a 1st/3rd person freeroam action/adventure game, set in the English civil war; an era that I believe has been largely overlooked within the industry.
I began the project by researching the heads up displays (HUD) and menu systems of a wide range of game genres and then focused more detailed research of the genres the game would cover.
I then began mocking up potential layouts and designs in a sketchbook.
The working title is New Model Army and it is a 1st/3rd person freeroam action/adventure game, set in the English civil war; an era that I believe has been largely overlooked within the industry.
I began the project by researching the heads up displays (HUD) and menu systems of a wide range of game genres and then focused more detailed research of the genres the game would cover.
I then began mocking up potential layouts and designs in a sketchbook.
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