In every game, it is more or less routine and part of the overall design of a game to make a user interface, construct an appropriate level design and allow the player to interact with appropriate objects. On top of this
you must use appropriate and well designed art assets to compliment the game itselt and make appealing to the players eye.
User Interface Design
When the development of the user interface began for the game Walter’s Winterous Adventure, it was decided that the overall design of the interface would be focused around a web type game/ cartoon style interface.
Creating a light hearted interface with a cartoon style would be more suitable to a web based game that something that was made for a 3D environment. The entire user interface was created by Jason Alexander.
The overall design and completion of the interface took about one week of work in order to implement all ideas into the interface. When creating the title screen for the game, it was important to have a design
that made sense to the game that was being created. Since Walter’s Winterous Adventure is based on winter climate, the idea of designing the user interface around winter came up. Since the interface will be designed
around the wintery theme, it will be important to make sure that the focus remains on the text on the screen and not what is going on in the background. The title of the game and the options on the title screen should be
the main focus of the player, the main focal point. The background graphics should be less of a focal point for the player and not stand out as much. For the text for the title screen, especially the game title, creating
a style that represented a cold, almost ice type look to the text to represent the harsh cold of winter.
The creation of the controls screen was very simple as there really aren’t many controls to use within the game Walter’s Winterous Adventure. There are basic left and right keys in order to move the player around the designated
map as well as a keyboard key to make the character jump within the game. Everything within the user interface was created in Adobe Photoshop CC 2015 using various tools such as the pen tool to create the hills shown in the background.
The interface was made to fit a scale of 800x600 size game window.
Level Design
The creation of the level in Walter's Winterous Adventure was created in an application called Tiled. Tiled is a tile map editor created by Thorbjørn Lindeijer that allows developers
to create their own maps through free and easy to use software. For this game, we create the entire level design in tiled and then took the exported file format over to then implement into our code appropriately. Throughout the level it
will contain all the art assets created for the game and will feature various paths for the player to go to collect the collectables making it more difficult for the player. The following art assets are the assets that were all created by
a member of this group and were added appropriately to the game.
Walter the Penguin
Fish
Snow Tiles
Player Interaction
Throughout the level in Walter's Winterous Adventure, the player collides with various different tiles. Once the tile map has been created it was exported over into the code itself where the further development for the
collision began giving us the opportunity to make the player collide as it would be needed. As the player progresses, they will obviously collide with the several tiles around the map but will also collide with other objects
such as the fish that will be placed in certain places, some harder than others, around the level appropriately. There will be a certain amount of fish that can be collected but not all have to be appropriately collected in
order for the player to complete the game. On top of this, there will be various consequences set out for the player throughout the game. This will involve the implementation of the level difficulty and jumping, as this will
make certain jumps from one platform to another harder as you progress through and failing to make this jump may or may not mean that the player must start the level from scratch. At this moment in the game, there will be no
life system throughout the game but will just be implemented that the player will restart the level completely as it raises the difficulty.