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Dialogue Box Design

AlynnLi edited this page Sep 13, 2022 · 1 revision

Introduction

This wiki page is a record of the design process of the Dialogue Box for NPC communication

Design Process

Examples

As a visual novel game, the dialogue box usually takes about 1/3 of the screen and appears at the bottom.

  • Example 1: Dialogue Box from Fate Grand Order 5181663069826_ pic

  • Example 2: Dialogue Box from Danganronpa v2-9e2838f709d6f08b9f388db0fb7b1602_1440w

Setting

The basic setting follows by Team 7's pixel drawing setting guideline Pixel Grid Resolution

First Draft

Most Dialogue Boxes are square-shaped. So we referenced Team 7's UI design chose blue as the basic color and the element of round corner of each angle. We made 2 versions with one brighter color and one darker color.

  • Version 1: Brighter Blue: 未标题-1

  • Version 2: Darker Blue: 对话框2

Second Draft

We noticed that other than the text area, there is also another spot that should show the name of NPC or player will get confused about who is speaking now. So we Added the Name Tag at the left-top corner. We also made it transparent to make it merge better with the background scene when shown with other components on the screen.

  • Version 1: Brighter Blue with Name Tag: 对话框1-1

  • Version 2: Darker Blue with Name Tag: 对话框2-1

Final Draft

According to Team 7's UI Design, we finally decided to use the brighter version and decorate with ocean elements such as seaweed and seashells. The decorations appear at the right-bottom corner of the Dialogue Box and the left side of the Name Tag, which created the balance as a whole and also will not cover the text inside.

  • Final Version: 对话框1-zs

Further Iteration

We will keep iterating our design based on the development and needs of the game.

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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