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© glatt & muhsau MEDIENWERK GbR 1 Start-Screen The first screen of the game could look like this. It (could) consist of - a green background (same background as used on the start screen of the app. - (Animated) bubbles or monsters in the background - Headline, text, buttons. Currently it is not clear what kind – and how many – buttons are needed (but for sure we need a „start game“- button (start, go, or something like this). - Currently it‘s also not decided whether we show the highscore on the first screen or on a separate screen. Note that the game is just a module within the Bioanalyzer-App (See functional specification for

© glatt & muhsau MEDIENWERK GbR 1 Start-Screen The first screen of the game could look like this. It (could) consist of -a green background (same background

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Page 1: © glatt & muhsau MEDIENWERK GbR 1 Start-Screen The first screen of the game could look like this. It (could) consist of -a green background (same background

© g

latt

& m

uhsa

u MEDIENWERK

GbR

1

Start-Screen

The first screen of the game could look like this. It (could) consist of - a green background (same background as used

on the start screen of the app.- (Animated) bubbles or monsters in the

background- Headline, text, buttons. Currently it is not clear

what kind – and how many – buttons are needed (but for sure we need a „start game“- button (start, go, or something like this).

- Currently it‘s also not decided whether we show the highscore on the first screen or on a separate screen.

Note that the game is just a module within the Bioanalyzer-App (See functional specification for details)

Page 2: © glatt & muhsau MEDIENWERK GbR 1 Start-Screen The first screen of the game could look like this. It (could) consist of -a green background (same background

© g

latt

& m

uhsa

u MEDIENWERK

GbR

2

Game

The game could look like this layout. Note that the layout is not final and we also need additional buttons to quit and pause the game.

Basic idea was that bubbles appear in the 16 slots of the chip (here we could use a simple animation with scale and opacity so that the bubbles seems to grow while appearing). See specification for an example of the basic gaming principle.

(Note that the game will be available for smartphones only – no tablets). Resolution of the Photoshop source is 1440x2560 pixels.

Page 3: © glatt & muhsau MEDIENWERK GbR 1 Start-Screen The first screen of the game could look like this. It (could) consist of -a green background (same background

© g

latt

& m

uhsa

u MEDIENWERK

GbR

3

Monsters

Phase 1: „Appearing“ Phase 2: „Attendance“ Phase 3: „Whacked“

Maybe we can distinguish 3 life phases of the monsters…

Page 4: © glatt & muhsau MEDIENWERK GbR 1 Start-Screen The first screen of the game could look like this. It (could) consist of -a green background (same background

© g

latt

& m

uhsa

u MEDIENWERK

GbR

4

MonstersPhase 1:The monster is appearing. We should avoid arms and legs as otherwhise the monster does not match into the slot. So, a „round“ monster might be right for this phase. The monster could scale/fade in within 0,5 sec (so one graphic is enough for this phase)

Phase 2:The monster stays on the sceen and waits for being whacked. Here we could add arms, legs and other parts of the body. And we can add animations: different mouths, open and closed eyes, waving the arms, etc. (2 to 4 motion steps, where 2 pictures might be sufficent for most of the animations). The bounding box of each monster in this phase must be smaller than the bounding box of any adjacent monster.

Phase 3:The monster gets whacked. I think one motion step (one picture) is sufficient for this. Please note, that in this phase, the user‘s finger covers most of the monster‘s body. Thus, the bounding box can and should be much larger in this phase.

Page 5: © glatt & muhsau MEDIENWERK GbR 1 Start-Screen The first screen of the game could look like this. It (could) consist of -a green background (same background

© g

latt

& m

uhsa

u MEDIENWERK

GbR

5

Monsters

Furthermore:• We can use different monster-designs• We need monsters with blue, green, orange and purple color (according to the chip

colors – see page 6 of specification)• We need to add numbers (1, 2 and 3 – for the „special molecules“) or other marks

onto the monsters. But most of the monsters do not have a number/mark.• Some monster could be added to the background of the start screen (so it might be

a good idea to create monsters bigger than needed for the gaming field).