Tuesday 27 October 2015

YEAR 2 - BA2a - Menu and Shop


When the player first loads up the game they're presented with this level. It functions as an introduction and as a death screen.

I liked the idea of making the level as a physical space because it allows the player to experiment with how the character moves and it gives an introduces the atmosphere of the game.

The player progresses through levels by finding a hidden door.
I introduce this concept to the player on this menu level by clearly signing which door leads to where. Therefor, when the player gets to the first level of the game and they see the door they will immediately know that it is the goal and will from then on associate the door with progress



















This is where I'm currently at with the shop. I may add a shop keeper NPC at some point.

After beating a level, the player is taken here. The door is actually out of frame initially. This is because I want to draw the player to the items immediately in front of them that they can purchase. (Currently only 1 item in stock)

The items spin around before being picked up and have a spotlight on them to really say "Look, you can buy stuff". They also have their prices written above them so that it is clear how much they cost so that the player can decisions on what to buy.

Only when close to the shopfront might the player realize that the exit door is to their right. It's on the right because moving to the right is synonymous with a feeling of progression which is satisfying.

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