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Plan for Channa Gilchrist
Plan for Channa Gilchrist
| Name: | Channa Langley | ![]() |
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| Date Posted: | Oct 04, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Channa Langley |
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Another Go on GUIs
Here is another go on the GUIs for this game




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| List: | 11/07/07 - Halloween and GG 03/15/07 - GDC and back again 01/16/07 - Internships and Employment 10/04/05 - Plan for Channa Gilchrist 09/29/05 - Plan for Channa Gilchrist 09/27/05 - Plan for Channa Gilchrist 09/26/05 - Plan for Channa Gilchrist 09/25/05 - Plan for Channa Gilchrist |
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Submit your own resources!| Anton Bursch (Oct 04, 2005 at 23:27 GMT) |

Personally, I am a big fan of the letterbox style for epic war games. I think it makes it feel cinematic. You can't see with this image, but the black on top and bottom is actually just slightly translucent. So, in the actual game, you can just see thru it. This is a really simple gui. The title of the game stands out but doesn't really take up a lot of room. The menu itself is really simple. The background is thematic. You could have a similiar gui with a background, it's popular among these types of games. I personally am a fan of the new backgrounds like Half Life 2 and Far Cry that show scenes of the actual game. I think that would be pretty cool. You could make the menu right on top of a scene in your game. I think that one of the Torque demos does that. I think it's cool. Maybe you guys can do what Far Cry did and have the camera follow a path around a game level. That would be cool too.
Edited on Oct 04, 2005 23:34 GMT
| Anton Bursch (Oct 05, 2005 at 00:00 GMT) |

Edited on Oct 05, 2005 00:00 GMT
| David Montgomery-Blake (Oct 05, 2005 at 00:02 GMT) |
| Adam deGrandis (Oct 05, 2005 at 01:22 GMT) |
Truly, one design to rule them all.
| Linhart Walter (Oct 05, 2005 at 04:18 GMT) |
| John Rockefeller (Oct 05, 2005 at 04:30 GMT) |
| Chris (Oct 05, 2005 at 06:18 GMT) |
Just stay away from photoshop effects, and you'll be ok :)
Edited on Oct 05, 2005 06:19 GMT
| Joshua Dallman (Oct 05, 2005 at 06:39 GMT) |
ideally, your start screen should tell some kind of story about what the game is about. a rifle and wierd metal grid don't communicate much in the way of story. footsteps in the snow is a little better, but still pretty vague - you'd have to guess that they're enemy or soldier footsteps, and it implies the whole game takes place in the snow or something.
I don't know what this game is about, but whatever it is about, communicate that on the gui screen. and don't "overproduce" it. your logo has a drop shadow, a texture, bullet decals, and is colored, anton's logo has only a drop shadow, and yet his is more effective. keep it simple - simple ingredients skillfully crafted can most often make for a much better result.
| Anton Bursch (Oct 06, 2005 at 02:51 GMT) |
Hope you don't mind that I played with your screenshots of your gui and made that mock up above. I don't want to steal your thunder here in your plan. I just thought I could help you out. Hell... I hired Christoph Canon to do the gui for my game. So, I know how hard it can be to decide how to design a gui.
It's cool to see your progress thru your plans. Good luck with your project. Make sure to show us your final version.
| Channa Langley (Oct 06, 2005 at 02:56 GMT) |
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