-
Notifications
You must be signed in to change notification settings - Fork 1
Dialogue Box Design
This wiki page is a record of the design process of the Dialogue Box for NPC communication
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
-
Example 2: Dialogue Box from Danganronpa
The basic setting follows by Team 7's pixel drawing setting guideline Pixel Grid Resolution
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:
-
Version 2: Darker Blue:
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:
-
Version 2: Darker Blue with Name Tag:
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:
We will keep iterating our design based on the development and needs of the game.
- Uniform Pixel Grid Resolution
- Storyline
- Instruction
- NPC info
- NPC Communication Script
- Inventory-System-and-Consumables
- Storyline User Test
- Traitor Clues
- Game Characters
- Player Profile User Test
- Player Eviction Menu Sprint1: User survey (Team 7)
- Player Eviction Menu Sprint2: User survey (Team 7)
- Sprint3 - Win/lose Condition: User survey (Team 7)
- Sprint4 - Polishing-tasks: User survey (Team 7)
- Transition Animation/Special Effects/Sound Effects: Feature Overviews
- Transition Animation and Effects: Design Process & Guideline
- Sprint 4 User Testing
- Transition Animation & Effect: Code Guideline-Sprint4
- Sound effect when players complete npc tasks and hover over npc cards
- Fixing the clue bug
- Music Test
- Player Eviction Menu: Design Process & Guideline
- Player Eviction Menu (Feature Overviews)
- Player Eviction Menu: Code Guideline - Sprint1
- Sprint 1 User Testing
- Detailed Eviction Card: Design Process & Guideline
- Detailed Eviction Card: Feature Overviews
- Sprint 2 User Testing
- Player Eviction Menu: Code Guideline - Sprint2
- Sprint 2 Inventory System and Consumables Items User Testing
- Sprint 2 Inventory System and Consumables Items Functionality
- NPC interaction testing plan sprint3
- NPC interaction testing results sprint3
- NPC Dialogue Scripts
- Code Guideline
- Win/lose Condition: Design Process & Guideline
- Win/lose Condition: Feature Overviews
- Sprint 3 User Testing
- Win/lose condition: Code Guideline - Sprint3
- Enemy List
- User Testing 1: Enemy Image Filter
- User Testing 2: Enemy Animation and AI
- User Testing 3: Basic Attack