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TIGSource ForumsDeveloperDesignWhere to start designing a mobile game UI
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Author Topic: Where to start designing a mobile game UI  (Read 784 times)
Vanethos
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« on: January 13, 2017, 07:47:06 AM »

Hello everyone!

Currently I'm developing a pc/mobile game called SquaserZ (more on it in my devlog ) but I'll do a quick recap here:

It's a one-touch game where you can only control the direction of the player and have to avoid everything red.



So far, I'm approaching the end of development and facing a new challenge: UI.

And so, I ask you: how do you start designing a mobile game UI?

After some recap, I think I know hot to structure the game screens and what information to display in each:

1. Initial Screen/Main Menu
• Mission objectives
• Highscore
• Toggle on/off for sound
• Toggle on/off for music
• Instructions (i.e. "Touch the screen to start playing")
• A new screen for the unlocked missions where we can see the player progresssion
• A new screen for the skins/etc.
• The player. The player is centered on the screen, as seen on the GIF.

2. Retry Menu
• Total Score
• Mission objective information: what was done, new missions, how much until the objectives are complete
• Retry button
• Return home button

For mobile, the ads will be displayed after the player death, before the retry menu appears.

Now, my issue is: I don't know how to start planing the placement on the screen, deciding whether I should have more screens (a menu for options only, for eg.), etc...

My fear is that, after studying other mobile games on the android marketplace, I'll just have to copy the placement, which I wouldn't want to do.


I'm sorry if the question is too vague, but I'm really struggling to start developing the UI, maybe because it's the first thing that we see and I really want to nail it...

Thank you for your time and consideration.
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Twitter: @SardineCorp
Website: https://sardinecorp.wordpress.com/
Currently Developing: SquaserZ
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