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Mario KirklandEvent 3: User Interface Presentation
Structure of the Presentation
ResearchWireframesNew Game Launch ScreenNew Menu ScreenNew Configuration ScreenHUD5 Buttons/Switches3 Variable ControllesPortfolio Screen
Research
Game Objectives
What's The Point
• Limbo is filled with situational objectives that need to be overcome to move forward. For example killing the spider near the beginning *cough* by using the bear trap *cough*
• These situational objectives have a range of difficulty. What I mean is jumping over a spike ridden pit is easy, but it has to be done to proceed. On the flip side the bigger objectives are also important. Especially when the main focus is to stay alive by playing smart and thinking ahead.
• There is a incredibly fun side mission where you have to locate these lumps of white putty. Run left as you start, trust me you will thank me later.
What's The Point
• You are rewarded for making safe, logical decisions and slammed for the latter. There’s no room for “let’s try this” while a huge boulder is against your heels or rising waters threaten you.
• The overall objective of the entire game is to rescue your sister. But if you look closely SPOILER ALERT … you die right where you began as to say that none of it was real or it could be blamed on coincidence. That’s for you to decide.
Character
The Limbo Protagonist
• We see many figures and creatures throughout this game but only one long enough to make comment on and yes you guessed it, its the unknown boy you play as.
• He doesn’t have a name so for the purpose of this article we’ll call him the Limbo Protagonist. He is a mere child I would say between the age of 7 – 10 years old on a mission to save his sister.
• The game has no dialog or background so there is hardly anything known about this kid but I will say the following. He is smart, he knows how to navigate through danger and solve puzzles along the way.
The Limbo Protagonist
• He has lungs made of steel, I mean what 7 – 10 year old do you know that can run for 4 hours straight and he is one brave kid. BUT CAN SOMEBODY PLEASE TEACH THE KID TO SWIM! WOW!
• He’s quite stylish too all blacked out with some mean kicks, a sweater and pair of shorts. Ready for Spring if you asked me.
HUD
The Beginning
• The User Interface for Limbo is kept to a minimum and I kind of like it. It adds to the games mysterious feel by enforcing the “we are not spoon feeding you” attitude.
• There is a basic start screen which lets you either Resume, Start New Game, Load Chapter, Settings and Exit. With the pause menu looking similar.
Control is Key
• Further in (once entering the settings pane) we see Controls, Brightness and Credits. Lets go trough them, so within Controls all you will get is a basic illustration telling you what keys/button does what as seen bellow.
Not Many Options
• Brightness is a simple slider and Credits is, well, the credits which run once you complete the game.
That’s All Really
• There is absolutely no HUD or in game hints or objectives and this makes the game extremely difficult at times.
Wireframe
Launch Screen
Menu Screen
Configuration Screen
Extras
Mobile
HUD
Process BarThis feature shows the overall completion of the game from Chapter 1 all the way to the Credits screen.
AchievementThis feature shows once you have unlocked a Achievement.
Health/Jump BarThis feature indicates the charge of your jump as well as the current status of your health.
Collectables/TimeThis feature allows you to see the status of collectables as well as the amount of time spent in game.
Buttons
Basic Menu ItemsThe above shows the highlighted (Hover/Selected) as well as the passive state (Black and Blurred)
Mobile ButtonsThe blocks indicate live areas within the mobile application
Mute/Un-MuteThe above shows the highlighted (Hover/Selected) as illuminated White state and the off (Black and Blurred) as well
3D Toggle ButtonThe above shows the highlighted (Hover/Selected) as illuminated White state and the off (Black and Blurred) as well
Navigational ButtonsI have decided to keep these very static as to not take away from Chapter Screen.
Variable Controllers
Brightness SliderThe above shows how the brightness sliders glow increases when the brightness is increased to add effect to the action.
Sound FX SliderThe above shows how the volume (shown as sound waves) increases in size when the volume is turned up.
Sound FX SliderThe above shows how the volume (shown as sound waves) increases in size when the volume is turned up.
Portfolio
THANK YOU :D