User Interface - BooLAW/Zelda-Project GitHub Wiki

#UI Document

UI Document

In order to preserve the Zelda style we won’t make any aesthetic changes in UI elements from the original game. We will make small changes to make the UI fit better with the game we are making. The result will be a simpler UI.

##Main Screen

As in the original, the game will wait till any button is pressed to proceed with the game. This screen will be displayed with the correspondent audio.

###Home Screen

This are the options that the player will found in the home screen.

  • Continue: to keep playing to a previously saved game.
  • New Game: to begin playing
  • Quit to quit the game
  • This screen will be displayed after the main screen.

###Pause Screen

When the player P key the game will be paused and this screen will be displayed, giving the player the following options:

Resume: Keep playing. Save: Save all the progresses achieved until the moment. Quit: Quit the game, asking before to the player if he is sure and warning him that all changes in the game will be lost.

##HUD & Minimap

● Our game does not require the timer for the objects the player is using, so it will be removed from the HUD.

● The player will have a limited amount of arrows, grenades and rupees, this amount will be communicated to the player the same way as the original, with the number under the icon.

● Lives will be also represented as the original with hearts, red ones for the remaining lives and black ones for the lost ones, under the life icon.

● There will be also a mini map on the right-down corner of the screen, first of the village and when entering a dungeon of the current room of the dungeon.

From the technical point of view to achieve that we will use images for the icons and text areas for the numbers.

The wireframe for the HUD will be like this:

Rupees, grenades and arrows in the top-left corner of the screen to not disturb the player, and lives in the top-right corner. The minimap is displayed in the bottom-right corner, so all the HUD needed is as simple as possible and do not disturb the player so he can focus on gameplay.

##Inventory

In relation with the inventory we will only use the item window and the equipment one, and a small text area with a short description of the selected item. We decided to remove some of the windows that appear in the original one that are not relevant for our game.

The player will be able to reorder items inside the inventory and equip any item directly.

The inventory appears when the player press the shift key, and when it appears the HUD does not disappear, since the game is not paused during the time the player has the inventory opened.

From the technical point of view we will use windows that will contain images of the objects, and equipment.

##Dialogues

Dialogues will be an important UI element to give information to the player. We will create a new UI element called dialogue which will be a textarea inside a rectangle, so to continue reading the player will have to press a button untill the text ends, then the dialogue will disappear.

###Name Screen

We will make a small change in the Input name screen. We will use a selector that appears in the left of the letter the player is selecting, since we think the way the original game uses to write the name is confusing for the player so we decided to make it simpler.

###Dying Screen

Whenever the player dies the screen will become slowly to black, displaying only the link’s dying animation ( this animation is inside the art bible ), then the player will appear in link’s bedroom.

##Sprites

The sprites needed for the UI are the following:

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