Designer of title menu

Hi. It is I, the designer of time is back again to continue with Echo (not final name) and using my ideas to make it more imersive as ever than any game you’ve seen.

This time I want to write about an idea that are not yet implemented in the game.The idea I have designed is our future title menu.

The camera is static and fixed at the moth nest. The player can roam around inside of the screen with the childs, also roaming around freely. While in this menu the player can try out some of the games mechanics. When the player press the space bar the moth emits a sound that the children answer to. The player can also pick up a lightberry and use by either throw it away or just flying around with it. And when the player finally press the start button, you can hear the sound of a hunter. Then the children panics and fly away at different directions. At the same time as the children flies away the GUI fades away and the game starts.

Menu.png

 

If you make a menu like this you can teach the player so much of the game with little effort. When the player see the light emitting from the berry, he can’t help himself but to move towards the light ( just like a real moth would do). Therefore when getting close enough to the berry the player picks it up and knows that you can pick up berries. As curious as players can be he will probably try some buttons. Most likely he will press the mouse buttons or the space bar, if the player hasn’t tried the space bar before he picked up the berry. If he press the left mouse button he will throw the berry away and learn that you can do that. And if he hasn’t tried the space bar yet and does it now, the moth will emit a sound that the children will respond to. Then the player learn that if the moth emits sound later in the game and hear a child respond, there is a child near by.

Lastly when the player press the start button. He will hear an aggressive sound, the children will scatter and the game starts. The player now knows that he need  to find them and take them home again. Also when the player hear that sound in the game he will know that it is something dangerous and be cautious.

I think that it will truly enhance the immersivness of the game.

 

That is everything for me in this weeks blog post. I will see you in the next ”Designer of…” with new amazing designs.

3 reaktioner till “Designer of title menu

  1. Hello Theo!

    First off, I liked some of the ideas for the title menu that you discussed in this blog, especially the last section where you described how you will teach the player to associate a certain sound with imminent danger.

    Some ideas for improvement, however; if you make statements such as: “When the player see the light emitting from the berry, he can’t help himself but to move towards the light…”, then I’d like to see a graph or some data in general that helps support your claim, otherwise it’s just an empty statement. If it’s just a theory then that should be made more obvious, such as starting off with writing “The idea behind this is …” as an example.
    One minor thing that I found distracting is the frequent spelling mistakes, however, a simple way to avoid this is to take a chunk of text and copy & paste it into a spellchecker to easily avoid that problem.

    Good luck with the implementation of the ideas into the title menu!

    Gilla

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