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Building UI Overview

baguspr edited this page Sep 13, 2022 · 2 revisions

Introduction

This wiki is about the Building UI pop-ups that are displayed when a building is clicked. It contains the details of the building and the options to either sell or upgrade the respective building

Key Components

  • Planning - Planning for the interfaces, overlays, and pages through wireframes, and documentation.
  • Implementation - Helps the aesthetics of the team to be consistent.
  • Testing and Validation - Testing to ensure that our features are usable.

In Sprint 2, the UI team focussed their energy on the Building Status Pop-up which displays the building's health, and level, and enables the user to sell or upgrade their building. The feature was proposed by a fellow team in the cohort and thus, wireframes were essential to ensure the output of our team matched the concepts suggested in the studio. After communicating with teams the wireframes were iterated upon, and ultimately informed the final output.

The Building UI Implementation means that when a building is clicked in the game, a pop-up will appear near the building location. This pop-up contains information about the building such as its name, sell price, upgrade price, and health status. This pop-up should disappear when the building is clicked again. The purpose of this pop-up is so the user can upgrade and sell the building as this feature will not be included in the shop.

Testing was conducted to help to ensure that our work was usable by the users of our game. Two types of testing have been done for this feature. Abstract testing was done to ensure that the design of the UI pop-up is what users expect and the feature needs changes. Navigational testing is when a user is given a list of tasks to complete without assistance from the tester (observation only). The results are helpful in understanding how intuitive an action may be, and ultimately, measures the interface's success.

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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