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Sunday, August 12, 2012

UI Concept sketches

Here are my UI Concept sketches, these are all based on a 3 1/2" x 2" screen.  I used my phone as a reference for screen size.
This on has the 2 button set up, the button on the left is for the helicopter to go forward with release to glide back, and the right is for the claw.  Upper left is the gas gauge, center is for the collected power up (e.g. shark repellent, SCUBA Steve) and how many you have collected/saved up.  Upper right is the score in points and below that is the distance traveled in meters for the mission.

A one button set up were you could tap and hold anywhere on the screen to allow for acceleration, and a button designated for the basket to drop.  The score and meters traveled trackers are up there again, as well as the power up indicator and gas gauge.  I also added a "pause" button that would pause the game and open up a menu or something like that.

Similar 2 button set up to the first UI, pause button moved down the middle, and this time under the gas gauge is a power up meter for how long the power up would last.

Similar one button set up, with the score and distance trackers in the lower left, gas and power up gauge in the upper left, and collected power up indicator in the upper right, also a place for a time clock to go if we needed one.

And here's my personal favorite UI setup in Illustrator format.  I like the concept of the basket button being larger than the acceleration button, and honestly think that this set up could also work with just the one button option where the player could press anywhere on the left half of the screen to accelerate.

Example:
The grayed out area is the "live area" for acceleration but wouldn't show up in game as a mask or anything, just as a note for the programmers on where to place the control option. 

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