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Loss & Win In Game Menus
In-Game loss & win menus allow for the player to control the behaviour of the game when they lose or clear a level, giving the player a sense of direction in the game.
Both menus will appear on the screen as floating boxes or 'pop-ups' such that the rest of the game screen will still be visible behind them. Menus will feature buttons which allow the player to choose whether to continue, retry or return to the main menu.
Buttons & Interaction: The Loss menu will feature 2 buttons, 'Replay' and 'Return to Main Menu'.
Structure & Design: The menu colour is a 'cold' blue with 'hot' (orange, yellow, pink) embellishments, the specific colours chosen was based on the colour palette of the game. (See Design Guide)
Activation: The loss menu will appear when the player's health drops to 0.
Buttons & Interaction: The Level Cleared / Win menu will feature 3 buttons, 'Continue', 'Return to Main Menu' and 'Replay'.
Structure & Design: The menu colour is a 'cold' blue with 'hot' (orange, yellow, pink) embellishments, the specific colours chosen were based on the colour palette of the game. (See Design Guide)
Activation: The win menu will appear when the player clears the level by reaching the right-most edge of the screen.
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PlayerWinDisplay
&PlayerLossDisplay
Creates the visualisation of the pop up menus. -
PlayerWinActions
&PlayerLossActions
Handles the actions taken when the buttons on the menus are pressed. -
PopupMenuActions
Handles actions after pressing buttons that are common across all pop up menus -
PlayerWinPopup
&PlayerLossPopup
Triggers the pop up menus based on the status of the game -
ForestGameArea
Used to keep track of theplayer
e.g. health status, position on the map
Currently, the menus are UIComponent
's of the MainGameScreen
, which are passed a reference to the player
(Entity
), game
(GdxGame
) and currentMap
(GameArea
) so that they can keep track of the player
state in the game, make changes to the game
accordingly (eg, set the new screen
) and be aware of their location in the currentMap
.
In the MainGameScreen
's createUI
method:
Entity ui = new Entity();
ui.addComponent(new ...)
.addComponent(new PlayerLossPopup(game, currentMap.getPlayer()))
.addComponent(new PlayerWinPopup(game, currentMap));
The MainGameScreen
's constructor was changed to retrieve a reference to the ForestGameArea
object, so that it's player
Entity
can be retrieved:
public MainGameScreen(GdxGame game) {
...
this.currentMap = forestGameArea;
createUI();
}
And hence a getPlayer
method was added to the ForestGameArea
class:
public Entity getplayer() {
return player;
}
Add a win or loss menu to a player
by adding it to the MainGameScreen
UI. Inside the MainGameScreen
createUI
method:
Entity ui = new Entity();
ui.addComponent(new ...) // Other entities for the UI
.addComponent(new PlayerLossPopup(game, currentMap.getPlayer()))
.addComponent(new PlayerWinPopup(game, currentMap));
The LossPopup
only requires the player
as it does not need to know where the player
is in the currentMap
. The WinPopup
is passed the currentMap
object so that it may have access to the currentMap
information (when the player
has cleared the currentMap
) and the player
, (from ForestGameArea
's getPlayer
method).
The final designs proposed for the menus are below.
- Player UI
- Popup Menus
- Obstacles
- Boss Enemies
- Progress Tracker
- Checkpoint Design and Functionality
- Score System
- Lives System
- Game Background
- Multiple game-level
- Visual Improvements
- Tutorial Level
- Character Design and Animations
- Character Damage Animations
- Player Animation Functionalities
- Player and Serpent Portal Transition
- Pop-up Menus
- Obstacles
- Lives & Score User Testing
- Buffs & Debuffs
- Buffs & Debuffs redesign
- Obstacle Animation
- Background Design
- Level 2 Background Appearance
- Enemy Monster User Testing
- Level 1 Floor Terrain Testing
- Introduction Screens User Testing
- Character Movement Interviews & User Testing
- Sound user testing
- Level 2 Obstacles and enemy
- Story, Loading, Level 4 and Win Condition Sound Design User Testing
- Giant Bug and Purple Squid animation user testing
- General Gameplay and Tutorial Level User Testing
- Level 4 Terrain User Testing
- Game Outro User Testing