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UI Planning

tgarnsworthy edited this page Aug 28, 2022 · 20 revisions

To establish effective and cohesive user interfaces (UI), team 10 planned out the layout, design and necessary functionalities early on. Before getting started on the code and deliverables of sprint 1, the UI components were mapped out by using low-fidelity wireframes. The wireframes were shared with each team in the studio to accommodate their respective interactivity with the user. After communicating with teams the wireframes were iterated upon, and ultimately informed the final deliverable.

Wireframes Version 1

Visuals

wireframe1 1 wireframe1 2

Description

The initial low-fidelity wireframe was released early on in sprint one, which was fundamental timing for the UI team to understand the essential elements needed to make the game interactive across all pages.

Start Page

Settings Page

Main Game Page

Feedback

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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