Main Menu Mockup

Hey Folks! Bit of a feedback/admin today, so not a lot to report in terms of features.

I think I'm getting a better handle on Michael's next task and its requirements, which is good. And hopefully, we'll be able to get those up and running soon to see what works and doesn't in the AI system.

On the art front, Emily sent her most recent main menu mockup. And while I liked the sketch, we both felt it diminished the functional parts of the UI a bit too much. I preferred her older mockup with the controls dominating more of the foreground, so as an experiment, I did a paintover in Photoshop to see if I could find homes for all the UI stuff. Today's screenshot is the result of that.

As you can see, it's a bit busier than the current in-game menu (which only has 4 options, and only 2 work). On the right side, we find most of the functional stuff. Buttons to start a game, load a game, edit ship layouts, quit, an operating manual, a text monitor for relevant messages, and a cluster of smaller buttons for web links/credits.

On the left side, the familiar NEO Scavenger-like logo (name TBD), some build and other ticker text below it on the old terminal screen, a flight helmet, and steaming thermos of coffee.

In the background, out of focus, we see a lit doorway with some crew members chatting.

For a moment, ignore my wobbly paint scratches and try to envision this with cleaner lines, better lighting, cooler designs...basically, Emily making it look better :) The doorway silhouettes occasionally move, the coffee steam streams up slowly, maybe some console lights flicker and blink idly. And over this all, you hear the distant hum of life support, computer equipment, footsteps in the corridor, and air-traffic chatter over the radio.

I'm hoping that this instantly nails the mood that the game is going for. A spaceship underway. People going about their business. Ship operations handled through industrial controls. We're on a blue-collar, working-folk ship. I want this UI to be functional first, but a close second should be ambiance. Players should actually enjoy just looking at this screen idly, and imagining they're in it. This'll be the first taste of the game for many, so I'm hoping it hits the right notes!

Comments

Soupy Delicious's picture
Soupy Delicious

ah... this is perfect...

and so is this: "The doorway silhouettes occasionally move, the coffee steam streams up slowly, maybe some console lights flicker and blink idly. And over this all, you hear the distant hum of life support, computer equipment, footsteps in the corridor, and air-traffic chatter over the radio."

thank fuck you exist.

Rovlad's picture
Rovlad

Looks good! Inspired by Metro 2033?

dcfedor's picture
dcfedor

@Soupy Delicious, sounds like someone wants to sid idly by a ship console as much as I do :)

@Rovlad, thanks! And yup, definite Metro 2033 inspiration.

Dan Fedor - Founder, Blue Bottle Games

Asthepanda2iscool2's picture
Asthepanda2iscool2

I love the 80's space feel. I've always been a big fan of the grit-and-grime portrait a lot of older sci-fi sci-horror movies gave for space. Alien, for example, is a great movie because of the tech themes it uses, not just the xenomorph. The way I see it, the more big buttons and clunky monitors you can dump around the screen, I'd hardly call it clutter. In fact, I'd call it character and immersion.

Rar! Rar rar rar! Thanks for reading :)

dcfedor's picture
dcfedor

Glad to hear it! There's something special about tangible, mechanical UI, and I plan to throw as much as I can into the game :)

Dan Fedor - Founder, Blue Bottle Games