Jump to content
Sign in to follow this  
  • entries
    8
  • comments
    23
  • views
    2559

Revised Screen List

Sign in to follow this  
dzz

218 views

Ok, here's a new screen list. With this setup, the obvious default path gets right to playing a level by clicking on "Play" from the first screen.



1. INTRO
Music and animation of some kind to hold a user's interest
- probably the "intro" music should extend over all the non-game screens
This screen includes some sort of description of the basics of gameplay.
Probably the animation on the page should lead the player's attention to
that information. The idea is to give them enough info to start playing.
One corner left free to put junk in (like the distributor's logo or whatever)
"Loading" progress bar while resources are fetched and precomputation done
After loading is complete, the following choices appear:
"Options" (goes to OPTIONS)
"Quit" (goes to QUIT)
"Player Name" (goes to PLAYER NAME)
"High Scores" (goes to HIGH SCORES)
"Play"
The Play button is prominent to encourage its selection
The first time through, play goes right to LEVEL INTRODUCTION for
an introductory level which is just difficult enough to get the
player used to the mechanics and may include some tutorial info
if needed.
Subsequent launches go to GAME SELECTION

2. OPTIONS
This presents gameplay options:
Full screen vs windowed
Sound and music volume
More if needed, depending on game mechanics
"OK"
"Cancel"
Returns to the previous screen

3. QUIT
Simple screen asking for confirmation. If a game is in progress, the
text should include something like "You can resume this game next time
if you wish"
"Quit"
"Don't Quit"
Exits program or returns to previous screen. If a game is in progress
it gets saved with the player name (or 'default' if there
is no player name set)

4. HIGH SCORES
Display of the high score list. Personally I couldn't care less about
what scores I get on games, but some people are into it.
"OK"
Goes to previous screen

5. GAME SELECTION
After the first run through the game, this appears to give various
options.
"Difficulty"
Choose between game difficulty levels (radio button type deal)
"New Game"
Starts a new game with the chosen difficulty level
"Untimed Play"
Starts a free-form version of the game at the chosed difficulty level
This just gives random levels and does not save anything on quit
"Continue Saved Game"
This only appears if there is a saved game. It should be the most
prominent option if available.
"Cancel" (goes to INTRO)
All other choices go to LEVEL INTRODUCTION

6. PLAYER NAME
Prompts the user to enter a player name
Text entry box (pre-populated if a recent user name exists)
Could get fancy and have a dropdown of all user names, but
that probably isn't necessary
Button for "OK"
Returns to previous screen

7. METASTORY INTRODUCTION
The "metastory" is the thing that shows progress through the game
toward the point where it is "over" (all levels have been played).
This screen explains the metastory.
"OK"
"Don't Show Me This Again"
Both go to METASTORY PROGRESS

8. METASTORY PROGRESS
This shows the current state of the metastory, and includes animations
or actions related to progress in the metastory. User might have to
make some sort of selection, they might be able to examine things in
some detail, or there could even be a separate mini-game associated
with the metastory.
At least the following options:
"Play" (goes to LEVEL SELECTION)
"Quit" (goes to QUIT)
Unless the game is over, in which case this leads to GAME OVER WIN

9. LEVEL SELECTION
This is optional. For some types of games it might make sense
to let the user choose a level - a particular quest they want to go on,
a particular prize they want to go after, a particular maze they
want to solve, etc. Maybe a "stage" is comprised of several levels
and it doesn't matter which order they are done in, so the user can
be given control over what they want to do.
Goes to LEVEL INTRODUCTION

10. LEVEL INTRODUCTION
Level-specific loading and computation, shows the level name and
might show other stuff as well. This could be integrated into GAMEPLAY
especially if there isn't much to introduce or if the loading time
is very short.
"Go" goes to GAMEPLAY

11. GAMEPLAY
Starts with a brief animation saying "Go!", and lets the user
play the game.
Available commands:
"Pause" (goes to GAME PAUSED)
"Options" (goes to OPTIONS)
"Hint" (performs some specific gameplay highlighting)
"Quit" (goes to QUIT) - each user only has one saved game, so
there's no need to ask about saving
If the level is completed, goes to LEVEL COMPLETE
If the player loses, goes to GAME OVER LOSS

12. GAME PAUSED
"Continue" (goes back to GAMEPLAY)
"Quit" (goes to QUIT)

13. GAMEPLAY HINT
When new gameplay elements are introduced, in some cases at least it
is probably a good idea to explain them. This type of screen should
definitely be an overlay over the gameplay screen with a visual indication
of what is being discussed
"OK"
"Don't Show This Again"
Both return to GAMEPLAY

14. LEVEL COMPLETE
Some sort of animation and score summary to congratulate the user.
"OK"
Goes to METASTORY INTRODUCTION or METASTORY PROGRESS

15. GAME OVER LOSS
Should contain their score and game stats.
"Save Score"
If there is no user name, first goes to PLAYER NAME
Goes to HIGH SCORES with current score highlighted
"High Scores" (goes to HIGH SCORES)
"Quit" (goes to QUIT)

16. GAME OVER WIN
Starts with some sort of celebratory message.
Should contain their score and game stats.
"Save Score"
If there is no user name, first goes to PLAYER NAME
Goes to HIGH SCORES with current score highlighted
"High Scores" (goes to HIGH SCORES)
"Quit" (goes to QUIT)
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!