A crash course in game design and production
Week 3 - Design and User Interface Specification screen
Welcome back! This is the third installment in "A crash course in game design and production. Like last time, this is a lesson in two parts. In this part we will discuss the format screen and user interface issues. In the second part we will write. The third part of the spec project design our curriculum screen design and user interface specification Part 1 - The Basics of screen design and user interface issues are. "Screen design" what -screen design is just a plan, and how you intend to put something on the screen. Typically there are several things that you need to put on the screen as the number of players of the rest of the game logo, text or whatever. It is your job as a game designer to determine what items must be on the game screen, what they look like and where they need to go. Good screen design requires practice and you always go through four or five designs before you get it. "Right." How do you design the screen to do the first step in the screen design is meant to detail common to see that the screen we want to design what will be on the screen. each time, and if the elements needed to move around what they are doing? [Note: Often I do this behind my screen design rough pattern to see what. I must be included in the general description. Most of the time when I get to the screen design, screen Spec I have all drawn up, it must explain what is on the screen design. Spec.] provides detailed information for each screen, in your mind, and elaborate and expand on what was in the general. A general description is the beginning, quickie overview of what you include in your design spec screen. Now it's time to fill in the details of the user interface portion of the user interface includes pull-down menu screen "windows" of players - the number of life etc. system messages about box etc. You have to figure out what these should look like and where they need to go. . We will discuss these methods work the bottom of the user interface specification. But it's important to put these items, they can be easily seen by the players. Players should not have to look for something and do not have to "figure out" the interface of your "standard" location for the player on the right side of the screen or at the top of the page. The "play" pull-down menu, always at the top left of the screen with a new option game resumes left and Help on the right side of the menu bar , the next step is to go into the application's color. you and figure out how big things have to put up a screen shot replica of the screen [Note: I use Autodesk Animator Pro for this can handle all 256 resolution color screen that allows you to set the size. Your image or clip a portion of the screen and save it as a picture to show you the screen coordinates when you move things around, allowing you to resize and rotate pieces arbitrarily well. The color palette allows you to have multiple versions of the screen at the same time and helps you save in BMP format, so you can load your image to be proud. (A native file format GIF, which I like.) For the application you want to use these features. Avoid using Windows (TM) program will provide shade them more trouble than they are worth. I will tell you why when we get a lesson Specification Art.] a piece mockup in various sizes and screen formats to vary through the motions in your head and try to see what each piece. and that it will end up on the screen. Move the pieces around until you get the style you like. Then write down everything big, and that is on the screen when you have all your mock-up screen and save time in writing the spec screen design of anatomical detail screen design is. anatomy for the first part of the detailed design of the so-called design and general layout. It's basically a show piece and a common feature to all screen formats including color border width, etc., followed by General Specification Interface (see below) also shows all screens to follow the description of one line thick. The general characteristics of each screen design detail screen includes at least the following: title screen Details screen, write everything that you can think about the information that is required. It goes step by step through a sequence of moving images, any spell everything out. The collaborative play and the controls are out of the screen , home screen layout what goes where and how big it is in pixels. Using the coordinates of each part by the passing style. You need to have data for SPEC ART, and when it comes time to write the code to put it on the screen, you will know what the numbers will be connected with the process of drawing the screen E's what happened when. We leave this screen, which we will go? User Interface Specification because you need to define and explain the problem to your connections for each screen, it makes sense to make the user interface details. Terms screen design, in the second part of this session we will show Specifications screen design is complete for the screen of our projects in each course, the user interface is the user interface of a mechanical game. You used to get data into and out of the players. Basically consists of two parts: the control of user and system feedback control of the user , as well as control the player who used to affect the program, including the movement of the characters Seen pull-down menu options. Options control panel Etc. suggestion system - these are what conveys information to the chalet.
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