Author: Noah Muhammad
Intro:
Throughout the development of Grape Juice City (GJC) the User Interface (UI) has undergone quite a few changes, which is to be expected with agile development. At the very beginning we had imagined several key features that the UI would possess.
Radial Menu
We initially planned for crafting to also be intertwined with the Radial Menu but decided it would be better to go with the crafting tables that already existed in the world. These crafting tables allow the player to simply walk up and “Kick” the table to craft one of the 3 items on the radial menu as long as they have the correct number of resources.
Overall, a majority of the changes to the UI can be attributed to the discussions involving what makes good UI.
The pillars we agreed on were:
- non-obstructive
- clear
- relevant
- cohesive
If a UI element did not follow one of these pillars, we moved in a different direction. After numerous iterations the radial menu eventually evolved into a flower-like design.
This new layout allowed for us to condense both the resources, fruit, and radial menu all into one system.
Resource Bar
Score Bar
Powerups/Equips
By following our UI pillars, we were able to condense the powerups to two circles. This would display the two most important actions, powerups and player ability only.
Final Iteration (04/03/23)
After many iterations and refinements to the UI of GJC it has finally started to feel like a cohesive game. There are still improvements to be made, but it has come a long way from the beginning of the Fall semester. We appreciate your interest and continued support of Grape Juice City!
Comments