Sunday, 4 December 2011

UI Stuff for the GDD

Here's what i've written up on the U.I so far, anyone got any comments? Changes? Corrections?

I also plan to get some mock up images done to go in the document with this section.


For added immersion and to avoid breaking away from the game world all options and user interfaces will be integrated into the playable hub. These menu's must then be activated by the player making contact and activating the item with the game.

List of integrated items within hub room:

Pictures on walls

The player will be able to view a pictures hanging on the wall of the hub room, when selected the picture will be shown full screen to allow the player to read/view them.

- Controls Image
Picture showing the game controls

- Credits Image
Picture showing the game credits

Strange Machine

Some sort of mechanical control box or machine located in the hub room, when used by the player the control panel of the device goes full screen allowing the player to adjust SFX & Music sliders and levers for resolution settings.

- Music/SFX Slider
Sliders on the machine that can increase or decrease the SFX and Music within the game

- Set Resolution
Buttons or rotating knobs allowing the player to set a preferred resolution


An old style telephone sat on a desk in the hub world, when used the dialling mechanism is shown full screen. From here the buttons allow the player to load a alternative save file or save current progress.

- Save Progress
Dial S, then Dial a number to save current progress

- Load Game
Dial L, then Dial a number to load that save

A large open book sat on a table top or specific book stand. The book would act as the players journal, displaying any notes or messages found during the game. As more notes are discovered the back story will be revealed. Sections of comics will also appear in the journal as the game progresses and more notes are added.

- Read notes/entries
Allows the player to read the various notes and messages they have collected.

- Read comic
A comic depicting events in the game. Sections are added through game progression and the discovery of hidden notes

Pause Screen

A pause option will be available at all times during play, activated by using the start button or 'P' key. When paused the game screen will be obscured to stop the player having too long to plan how to survive the level. From the pause screen the player will have the option to resume play or quit the game. No other options will be available via the pause screen so as not to distract from the integrated UI detailed above.


  1. Lookin` good Harry.

    I'm still against having a phone as the Save / Load thing, because its not the Matrix, but youve done a god job integrating it with the S for save and L for load thing, so we can stock to the for now.

    Ill try type my stuff up for tomorrows production lesson, hopefully see you then and we can collate our stuff.

  2. In truth I couldn't recall what we decided on for the save/load, or if we were even having it. It'll do for now but can easily be changed.