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The main screen was refurbished to be fitted more logically. The life meter is the circle of blood. The more damage you take the blood gets knocked down.

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Presentation on theme: "The main screen was refurbished to be fitted more logically. The life meter is the circle of blood. The more damage you take the blood gets knocked down."— Presentation transcript:

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2 The main screen was refurbished to be fitted more logically. The life meter is the circle of blood. The more damage you take the blood gets knocked down. The inner blue circle is the amount of stamina. The inner most circle is the map whereas if you press the map it opens a wire frame view of a zoomable and rotatable map, along with objectives. The location appears next to the map and the ammo near the center as well. Using the mouse wheel you can scroll which weapon you want to use. By pressing Esc you end up in the Main menu Game UI for Blue

3 Map Interface The map is very different from what it was previously. With this map it gives you a key and objectives right in front of you. Using the map you can rotate by clicking and dragging the inner screen and by using the mouse wheel you can zoom in or out, pressing Esc gets you out to the Game UI again. Bare in mind when you press the Esc in the Game UI you end up in the Menu Interface. When you press Esc in the Map interface you end up in the Game UI again.

4 Menu Interface The guts of the interface. Here you will have a choice of Items, Files, Upgrade/Stats, Save,Load, and Options. The main change I have done to this other then the visual aid is by allowing this to be accessible at all times without backing out with a button, in a sense it saves a step. The most compelling part with this UI is that you can still see some of the playing area on the screen which I concluded from the dislike of my previous design that people feel better when they can see some of the playing field for whichever reason that is.

5 Items Interface When designing this interface I wanted to make sure that everything is within visual range. By using the triangle buttons one is able to go through the stack of items. For simplicity and less clicking I included both quest items and common items together. Since you are only able to carry 8 items at a time it makes your items more appreciated. When you highlight an item is scaled larger and an items info sheet displays the function of the item.

6 Upgrades/Stats Interface My plan for this menu was to try to make it as similar as possible to the items menu. As you can see when the player scrolls through the items an info sheet on the weapon will appear, in this case the pistol. Your stats are in the same area so there are less icons which means less clicking to get where you want, I feel that experience and needing experience to upgrade go hand in hand so it would be wise to put them together.

7 Options Interface This interface will give you the ability to quit out of the game, adjust audio, video settings as well as look at the game credits, enter any cheats, and access a help window that will give you information on the game. Since this generally asks for more technical portions of the game and less dynamic aesthetics I made the visual simple here.

8 Save/Load Interface Your average save feature that really does not ask for a lot.

9 Files Interface Again, I am trying to make the functionality all the same since you have many options in this game. In the files menu I wanted you to gain clues as well as back story by reading the chilling tales of the npc. Note that the glimpse of background is meant to reflect the menu, it is subtle but it is there for every menu option, just about. To finish I wanted this design to be a rusted looking future, bleak, and chilling, yet comprehensible.


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