Jump to content


Photo

Designing a level selection screen

design

  • Please log in to reply
4 replies to this topic

#1 CriticallyPixel

CriticallyPixel

    GMC Member

  • GMC Member
  • 119 posts
  • Version:GM:Studio

Posted 21 March 2016 - 12:13 AM

Quick run-down of my kind of game: Sci-fi, platformer, shooter where you progress through different levels til the end. 

I'm trying to come up with a nice level-selection screen idea but what I have has come up feeling empty. 

 

X1Cho7v.png

 

The idea is that you're in a ship above a planet and you pick where to deploy your drop-pod onto the planet. Right now there is too much white-space and the selection icons on the map are hardly noticeable.

So I'm here to ask what you're preferred level selection menus in games or your games? I'm kinda curious to what goes into a good menu.


  • 0

Follow my game progress on Twitter 

@CriticallyPixel


#2 morendral

morendral

    GMC Member

  • GMC Member
  • 102 posts
  • Version:GM:Studio

Posted 21 March 2016 - 02:34 AM

I think your idea is good, I would do something to make the locations stand out more like pulsate, have a ring rotate around it etc. Then do a larger, other colored, faster spin or something for the one selected. That should make it jump out
  • 0

#3 Zuurix

Zuurix

    GMC Member

  • GMC Member
  • 284 posts
  • Version:GM:Studio

Posted 21 March 2016 - 03:03 PM

vBnk9vD.png


  • 0

1g6wSTF.png


#4 seanMombo

seanMombo

    GMC Member

  • GMC Member
  • 1790 posts
  • Version:GM:Studio

Posted 21 March 2016 - 04:21 PM

Take a look at the broforce level select screen.

 

You are a helicopter and you fly around the level select screen

 

Its zoomed in more, so you have to explore the level select screen.

 

There are large numbered markers that tell you the next level is over here.

 

When you are on top of a level it highlights that portion of the map

 

http://psnow.es/wp-c.../Broforce-6.jpg

 

 

could work out well in your game


Edited by seanMombo, 21 March 2016 - 04:21 PM.

  • 0

#5 CriticallyPixel

CriticallyPixel

    GMC Member

  • GMC Member
  • 119 posts
  • Version:GM:Studio

Posted 22 March 2016 - 12:21 AM

So it comes down to more visible/interactive menu points and highlighted area. 

 

The enemy silhouette list looks nice and fills in space, I might use it.

And I took a look at Broforce's map and it looks awesome, while I won't be able to do something to that extent I may be able to work off of some elements. Implementing the interactive map feature for example would be awesome and it kind of gives me an idea all ready. 

 

Thanks for the inspiration! 


  • 0

Follow my game progress on Twitter 

@CriticallyPixel






Also tagged with one or more of these keywords: design