Here are all the level designs for my game, ranging from my menu, option and extra screens to the playable levels like the town map and the buildings and all other locations.
There will be an asset list for each of these layouts so you can see what level will consist of objects and their uses.
Here are all the screen designs I have made for the menus and screens the player can navigate through before starting the main game istelf. I thought about what kind of screens I should have and what each one should do.
I though about the features these menus hsould have: Main menu, New game , Load game , Options, Extras, Art, Music, Credits and Cheats screens.
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The main menu screen should have 3 buttons: start button to start the game, an extras button to see all the side stuff of the game like art and music (modern games have this feature for lore and concept art). and an options screen so the player can change options to improve their gaming experience.
This screen allows the player to continue or start a new save slot. I feel having this option for the player lets them have more freedom to have different choices and not having them worry that it will effect their main game progress. For me i personally like having two save files, one for following the story and another save for messing around and exploring more. Games like fable or kingdom hearts have multiple save slots which people can use to make certain choices they wouldn't make on a first play though. Also that the player may not want to delete their old game data that they worked on to just restart over again with a new branch of choices.
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This simply asks the player to skip the intro cut scene i the player starts a new save slot. pressing watch shows the intro and pressing skip just skips to the point after the cut scene plays. Older RPG's and JRPG's forced players to watch long cut scenes before bosses and major plot point which began to annoy me and many others if we already have watched them before. This is mostly an issue when you died to a boss over and over and then having to watch a long cut scene before fighting the boss again.
The extras screen is just for side stuff that don't directly impact the game. Things like concept artwork, music, collectibles and lore are still left as extras for a game and is present in game menus as additional content the player who is invested into the game and wants to see more background information about it. I think i will add it as i feel a lot of work that i put in wouldn't be seen otherwise which i feel should be included otherwise.
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The art screen has a lot of artwork such as posters and images of characters and location i created for the game. I am thinking about having each image be clickable and an enlarged version of the image clicked will appear on the screen so the full quality image is displayed to the player instead of the smaller image.
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The music screen is for music i created and other song i used in my own game. these song will play constantly until the player starts the game but songs can be switched or stopped via this screen.
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The credits screen is for showing who has worked on the game, influences and things that inspired me to make this game the way i have. The credits have a scroll system which reveals more information the more it progresses down.
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The options screen is here for the player to make changes to the way the game is displayed and sound to suit their own
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This is the background for the gym level. The gym keeps the black and white colour pallete with some grey colour to act as refelctions for the mirrors which this effect will be used for all glass objects.
The gym has the enterance/ exit in the bottom right which lets the player spawn when they enter form the town and exit the gym when they hit a collison box.
The gym will have objects the player can interact with such as punching bags which will show the players attack damage output which will get stronger as the player continues to level up.
Gym - Level Idea
What is it?
The gym is a place where Monica can go and practice her fighting. She can hit punching bags to boost EXP every day until they break which will take time to respawn.
Why is it needed?
It lets the player slowly boost EXP and learn new fighting skills as the story chapters progress.
When can the player play on it?
They can enter this room from finding the Gym from the Town map.
How does it work?
The Gym is a background with some interactable assets which the player can punch or kick and some objects can break as well. All breakable items can respawn after a certain amount of time.
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This is the background for the apartment map for my game. It serves as a place where Monica can start story missions by talking to her sister, Lisa. The player can exit the apartment to the town map by walking to the Welcome Mat in the bottom left of the room.
I'm thinking of filling the room with more assets like a table, a few chairs, a couch and a small TV and pictures on the wall.
Gameplay wise, I was thinking of adding a save system to one of the two doors on the right of the room. One door is for when the player loads up a save file and one is for when the player wants to save. This will help me make a simple save/ load system than I can link to the main menu.
also the apartment is a "safe zone" in the game which makes the idea of being able to save player progress here believable. Also makes it easier than making individual save points around the game and have the game remember to load these places when a the player uses loads a game up.
Cafe - Level Idea
What is it?
The Diner is where Monica can go to find tips and tricks to help her in the game.
Tips can vary from how to fight a certain type of enemy, how to make money
Why is it needed?
It lets the player find out new hints and tricks about the game that can help point the player in the right direction.
When can the player play on it?
They can enter this room from finding the Taffy's Diner from the Town map.
How does it work?
The Diner is a background which the room itself doesn't have much to do with interactivity but there could be people in the booths eating or talking to add atmosphere to the room.
The player can talk to the character behind the counter for healing food or o learn some helpful stuff about the game.
This is the beat chart for my menu screens for my game i created using Microsoft Excel online. This beat chart has details for each menu screen in my game such as the main menu screen, options screen, extras screen and so on. Each category down along the left side of the chart shows which each room will contain, such as assets, sounds, text box dialog, and its general purpose for being in the game.
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