Game Design 2 - Lecture 2 - Menu Flow

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Game Design 2 Lecture 2: Planning Menu Flow

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Lecture 2 in the Caledonian University class COMU346, Games Design 2

Transcript of Game Design 2 - Lecture 2 - Menu Flow

Page 1: Game Design 2 - Lecture 2 - Menu Flow

Game Design 2Lecture 2: Planning Menu Flow

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Errata and News•I am available:

•Monday, Tuesday, Friday, Thursday

•Welcome artists?

•Website still ropey but yesterday’s slides and audio are online

•http://www.comu346.com

[email protected]

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Why plan?

•Getting it right first time saves time

•Clarify your needs

•Distribute work

•Schedule

•Get approval

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Helping Games Design

•CounterStrike ‘buy’ menu.

•could have been difficult to put in later

•Civilization 4 Trade screen

•interface forces single civic change

•this hurts the design

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User Centric Design

•You are (almost never) your target user

•Find out what they think of other interfaces

•Design around their preferences

•Test your design and iterate!

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Prioritise Design Goals

•Always conflicting factors in a design

•fact filled educational game

•slick interface

•Prioritise simplicity or customisation?

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Planning a Front End

•When designing your Werewolf interfaces, you all considered the layout

•But did you consider the flow of screens and menus?

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“Clear communication of the flow of the interface

is the number one goal of a flow chart.”1

1. Brent Fox, Game Interface Design, Page 13

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•Identify how you get from A to B

•If you use good software, you can mock up different flows using same screens.

•Avoid having screens that you can’t get to

Flowcharts

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Flowchart Software

•Any tool that works

•Illustrator?

•Flash?

•Web tools like lovelycharts.com

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Flowchart Techniques

•37 Signals is a company that specialises in well designed groupware.

•They have a simple approach to flowcharting

•(article here: http://bit.ly/37flowcharts )

•Good for Use Case modelling

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Multiple possible user actions

Multiple outcome actions

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37 Signals Sketching

•Pro’s

•Good for quick idea sketching

•Good for use case modelling

•Easy to see important elements without getting lost in detail

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Brent Fox’s Approach

•Draw a box, place title at top

•Write screen options in box

•‘Guess’ at options in each screen

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•Link screens with arrows

•Italics for important but non interactive items

•Padlock symbols for ‘locked’ items

•Simple use of colour

Brent Fox’s Approach

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Pop Up Menus•Not usually standalone

•Usually appear on top of screen

•Cover only part of screen (dim)

•Modal

•Usually little info

•Don’t usually go anywhere (dead end)

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Buttons etc.

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Interaction Options

•Push Buttons

•Radio Buttons (toggle)

•Sliders

•Lists

•Text Fields

•Drop Down Menus

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Radio Buttons

•Used to either toggle

•Or select from a group

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Sliders

•Adjust values with wide range.

•Numeric ranges.

•Music volume

•Often used for settings

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Lists & Drop Downs

•Used to display ordered data

•Used to allow navigation

•Can be single or multiple select\

•Either selection can move or list can move

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Text Fields

•User input for naming or communication

•Intuitive with PC.

•OK with iPhone

•Annoying with console

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Notices•By next week, website will have

lectures & recommended reading lists online.

•Twitter? @comu346

•If you missed yesterday’s lecture, come see me

•No tutorial on Thursday but there will be a lab.