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Inventory Design

mackenziekerr1 edited this page Sep 30, 2022 · 10 revisions

Wireframes

In line with design guidelines set out for this game, along with existing art and interface styles, various wireframes were designed for the interface of the inventory popup - iterations of which can be seen in Inventory - Design User Testing. Based on AB user testing, the following wireframe was selected:

Final Design

The design of the inventory popup interface was informed by the design of the shop, as these two features act alongside each other to make the purchase & use of in-game artefacts seamless. The same background colour scheme, font layout & background icons such as description boxes were used in both interfaces to ensure continuity. As shown in (Inventory - Design User Testing, vigorous user testing was also undertaken on other iterations of this design to ensure that the final design aligned to user's needs and provided optimal experience.

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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