Lord Generic Productions
   
   Welcome back! This is the third 
   installment in "A Crash Course in Game Design and Production. 
   Like last time, this lesson is in two parts. In PART ONE, we'll 
   discuss Screen Layout and User Interface issues. In PART TWO We'll 
   write the third part of the Design Spec for our Course Project, the 
   Screen Design and User Interface Specification.
   
     Part 2 - Course Project 
   Screen Design and User Interface Specification
   
Ok here's each screen in our game and what it looks like and how it works, and what goes where:
   I General Design and Layout
   
   General Screen Layout
   
   The [CodeName] Game Screen is 
   divided into three separate information areas, the Game Window, 
   FeedBack Window, and the Info Bar.
   
   The Game WIndow is where all the 
   action in [CodeName] takes place. It's dimensions are 233x182, with 
   upper left corner at {0,9}. 
   
   The Feedback Window is where 
   [CodeName] keeps the player updated on his current status in the 
   game, as well as the scores of the top five players of all time. The 
   Feedback Window is 87x182, with upper left corner at {233,8}
The InfoBar displays [CodeName]'s Copyright information, game controls, and LGP's e-mail and WWW address. The InfoBar is 320x9 with upper left corner at {0,191}
   Everything that is displayed in 
   [CodeName], apart from the initial "Loading, Please Wait" 
   image is displayed in one of these three screen areas.
   
   II General Interface Specification
   All player interaction with 
   [CodeName] is accomplished through one character keyboard commands. 
   As soon as the player hits one of the following keys, [CodeName] 
   responds appropriately:
   
   Player Controls
   
   Q - Quit.
    From anywhere in [CodeName], the player can quit his current game 
   and return to the intro screen or exit to DOS with the Q key.
   
   
   1 - Begin a One Player Game. 
   This is an option from the Intro, GameOver, and EnterName screens.
   
   2 - Begin a Two Player Game. 
   This is an option from the Intro, GameOver and EnterName screens.
   
   Esc - About [CodeName] 
   - During a game, Esc brings up the About [CodeName] Screen.
   
   Direction Arrows 
   - During a game, the up, down, left, and right arrow keys control the 
   players character as it moves throughout the maze.
   
   Space - Stop. 
   During a game, pressing the spacebar will cause the player character 
   to stop moving.
   
   Enter - Sugar Rush. 
   During the game, pressing Enter causes the player character to be 
   accellerated to twice its normal speed for a short limited time. 
   Pressing Enter before the time limit is up returns the player to 
   normal speed and reserves the time left for another use later.
   "Player 2" in white 
   text positioned at {252,83}, centered in window
   "Score:" in white text 
   positioned at {242,90}
   Points - 5-digit formatted text 
   in yellow printed on a dark blue rectangle at {279,90}-{309,94}
   Each life remaining is 
   represented by an open-mouthed snacky sprite, positioned at {257,97}, 
   {269,97}, and {281,97}
   "Level:" in red text 
   with 2-digit formatted level number drawn on a dark blue rectangle at {252,108}-{303,113}
   
   Hi-ScoreBox
   This displays the all-time High 
   Score in [CodeName]. It's 87x23 with upper left corner at {233,115} 
   It contains 2 lines of text. The player can compare his score to see 
   how he's doing. When a player's score exceeds the All-Time High Score,
    his score is displayed in the Hi-ScoreBox and is updated every time 
   he scores points for the rest of the game.
   
   "Hi-Score" in Yellow 
   text, centered in box at {252,120}
   Points: - white text 5-digit 
   formatted number on a dark blue rectangle at {261,128}-{289-132}
   
   HSListBox
   This displays the top 6 players 
   and their scores for [CodeName]. When the player beats one of these 
   scores he enters his name and it is added to the list. The last name 
   on the list is discarded to make room in the list for the player's 
   glory. The list is printed at {245,150}, with each line of text in a 
   different color from yellow to red.
   
   "Hi-Scores" - yellow 
   text centered in box, at {249,140}
   6 scores - Each score in list is 
   different color ramping from the top score in yellow to bottom score 
   in red. Point values are 5-didgit formatted and names are 8-letter truncated
   Score 1 - Name: {237,148} Score: {288,148}
   Score 2 - Name: {237,155} Score: {288,155}
   Score 3 - Name: {237,162} Score: {288,162}
   Score 4 - Name: {237,169} Score: {288,169}
   Score 5 - Name: {237,176} Score: {288,176}
   Score 6 - Name: {237,183} Score: {288,183}
   
   III Game Screen Descriptions
   The Game Screens in [CodeName] are
   
   Loading
   This is displayed as the game 
   loads and processes its data files. It displays the Game title, some 
   controls and "Loading Please Wait" message. 
   
   Intro/Attention Getter
   This is the animated game intro 
   sequence. All the game windows are initialized and the Title anim 
   plays and each character is introduced. Title theme music plays, and 
   it waits for the player to start a new game.
   
   GetReady
   This is just before the game 
   actually starts. It displays the "Get Ready!" message and 
   plays the Red Alert SFX.
   
   Game
   The game is actually played.
   
   GameOver
   The "GameOver" message 
   is displayed over the ghosts that killed the player.
   
   HighScore
   Enter Your Name" screen is 
   displayed in the Game Window
   
   About
   bout [CodeName] information is 
   displayed in the Game WIndow in Multi-colored text.
   
   OrderMe
   This is a text ordering 
   information screen that is displayed when the player exits to DOS.
   
   
   Loading Screen
   
   Loading Screen
   This screen appears when the 
   program is first started up, to let the player know that the game is 
   loading. The loading process takes a few seconds. 
   
   Layout
   When the [CodeName] starts, the 
   graphics mode is switched to vga 320x200, the screen is cleared to 
   black and the 168x110 loading image is displayed at {76,45}. There is 
   no player interaction with this screen, although it displays all the 
   game controls that the player will need for the game when it starts.
   This screen is cleared when all 
   data is loaded. Game palette is set from this image.
   
   Contents:
   Light Blue 1 pixel frame around it.
   2 lines White text, centered at top:
   "Lord Generic Productions"
   "Presents"
   Game logo in center flanked with 
   2 ghosts on each side
   Left: Blinky and Pinky
   Right: Inky and Clyde
   2 lines Yellow Text Centered:
   "Press 1 or 2 to Play"
   "Press Q to Quit"
   3 lines White Text, centered on line
   "Move: Arrow Keys Stop: Space"
   "Sugar Rush: Enter"
   "About this game: Esc"
   One line Large yellow text:
   Loading: Please Wait"
   
   
   Intro Screen - Attention Getter
   
   
   
   Intro Screen- Attention Getter
   This is the animated title 
   sequence for [CodeName]. The color cycling logo animates as each 
   character is introduced. The Intro Theme music plays during this sequence
   
   Layout
   Game window cleared to black.
   2 lines white text centered in window:
   "Lord Generic 
   Productions" at {47,32}
   "Presents" at {95,40}
   
   10 frame Animated Logo at {73,52} 
   in center of window
   Each Ghost is introduced and 
   animates on screen from of alternating left and right edges of the 
   game window toward the logo and stopping at specified coordinates:
   Blinky from left to position {57,56}
   Inky from right to position 
   {163,56} 
   Pinky from left to position 
   {57,71} 
   Clyde from right to position 163,71}
   
   2 lines white text, centered
   "Starring:" at {92,93}
   Each character name is displayed 
   on a black background rectangle poly (to erase previous name) at {98,99}-{138,105}
   
   Last character to appear is 
   snacky, coming onscreen from left of game window and stopping at {111,108}
   
   Beneath animated section is the 
   menu box centered in the lower third of game window. It contains the 
   player choices and options.
   
   Box background:
   Dark Blue Solid rectangle Poly {45,133}-{111,108}
   Light blue frame {46,134}-{189,166}
   Light Blue frame {46,142}-{189,158}
   Light Blue Line {46,150}-{189,150}
   
   7 Lines White Text
   "Play Game" at {50,136} 
   "1 or 2" at {153,136}
   "Game Options" at 
   {50,144} "Space" at {157,144}
   "About This Game" at 
   {50,152} "Esc" at {163,152}
   "Quit" at {50,160} 
   "Q" at {169,160}
   
   Player Interaction: 
   If the player presses 1 or 2 a new game is started. If the player 
   presses Q the game quits via the last 3 screens of the About This 
   Game screen information. If the player presses the Space bar, the 
   Game options screen will appear, where the player can adjust 
   difficulty level and sound levels for the game. 
   
   If the player does nothing for 20 
   seconds, The Game Demo runs for a few seconds and then it returns to 
   this screen. If the player continues to do nothing, the About This 
   Game screen appears and the player has the option of cylcling through 
   the about information. After the last page of infomation, [CodeName] 
   returns to this Intro Screen. Left unattended, [CodeName] will cycle 
   between the Intro and Demo and About This Game screens indefinately.
   
   
   Get Ready! Screen
   
   Get Ready! Screen
   When the player starts a new 
   game, the Game Window is cleared and the starting maze is drawn, and 
   the Feedback window is set up. The ghosts appear in the Penalty Box, 
   the player's character is placed in his starting position in the 
   maze. the animated "Get Ready!" message appears, and the 
   Level Begin Music plays.
   
   Layout
   The 140x18 10 frame animated 
   "Get Ready!" message is placed at {50,50} and cycles 
   through the animation over and over until the music is finished 
   playing, then the game starts.
   
   
   Game Screen
   
   Game Screen
   The game begins, the ghosts leave 
   the penalty box and go to their respective energizers before pursuing 
   the player as he moves around the maze attempting to eat all the 
   dots, and lure the ghosts into a trap to kill as many of them as he 
   can without getting killed by them. 
   
   Layout
   Everything happens in the Game 
   Window. The maze is drawn, and it's layout determines where ghosts 
   and player begin the game, and where they can or can't go. The maze 
   is created using tiles and is defined as a 19x22 grid of ascii 
   characters representing the tiles. The number and placement of ghosts 
   and energizers, as well as player's starting position are determined 
   by the maze definitions. There can be open spaces where the 
   characters can move off the left/right or top/bottom of the game 
   window and reappear on the opposite side, and there are 
   "doors" that only the ghosts can go through, and some that 
   only snacky can go through.
   
   Scores, level, and number of 
   lives left are updated in the Feedback Window. 
   
   When player eats the last dot in 
   the maze, the maze flashes between normal and black and white 3 
   times, the "level Completed" sound plays, and he moves to 
   the next maze. The new maze is drawn, player and ghosts are 
   positioned, the Get Ready! Animation plays, and the game continues 
   until the player loses his last life.
   
   Player Interaction
   The player uses the direction 
   arrows to move snacky around the maze, Space to stop, and Enter to go 
   into Sugar Rush mode as described above
   
   All player keys are active at 
   this time, except for the 1 and 2 keys which are only used to begin a 
   game. As long as the player has lives left the game continues. As 
   soon as he loses his last life, the GameOver Screen takes over.
   
   


   After the scores are updated, The 
   Play Again Box (above) is overlayed at {36,145} The game waits for 
   player's input and either starts a new game or quits via the About 
   This Game screen.
   
   
   About [CodeName] Screen
   
   About This Game Screen
   This displays game information, 
   like the keyboard controls, how to play, credits, and ordering 
   information. There are six 20 line pages of information to display. 
   
   Layout
   The Game Window is cleared and 
   the About This Game maze is drawn and the ghosts and animated snacky 
   are initialized. The About text is centered and printed in the Game 
   Window. The text color changes every other line, with the top line 
   yellow, and the bottom line red. The last line of every page is white 
   and says "Press Any Key to Continue:" While the player is 
   reading this, the ghosts chase snacky around the border
   
   Each page gives different information:
   
   Page 1 Lists the game controls 
   and displays the copyright information for [CodeName]
   Page 2 Tells how to play, the 
   object of the game, etc..
   Page 3 Warns players about the mines
   Page 4 Gives ordering 
   information, where to send the money, etc.
   Page 5 Shows the game credits
   Page 6 Advertises about Euphoria 
   and the Crash Course
   
   If the player hits the Esc key 
   during a game, he will be able to see all six pages of about 
   information. If the player chooses to quit to Dos, only the last 3 
   pages are displayed, as he no longer needs to know how to play the 
   game, just where to send his money. 
   
   Player Interaction.
   The player can advance to the 
   next page of information by pressing any key other than Q. When all 
   pages have been read, the game goes back to whatever screen called 
   About This Game. If the player hits Q on any screen, About This Game 
   immediately exits, bypassing any other screens.
   
   OrderMe! Screen
   When the player exits to Dos, I 
   display a text file thanking the player for playing. 
   
   Layout
   The screen mode switches back to 
   80 column text mode, the screen is cleared and order2.txt is printed 
   on the screen 
   
   End of Week 3 - Screen Design 
   and User Interface Specification
   Part 2 -  Screen
    Design and User Interface Specification
   If you have any questions for 
   group discussion or have any other questions, comments or 
   suggestions, email them to me to Pastor@BeRighteous
   
   Mail monetary donations large or 
   small to
    Lord Generic Productions 
   1218 Karen Ave Santa Ana, Ca 92704
     A
    Crash Course in Game Design and Production - Euphoria Edition
   (C) Copyright 1996,2001 Lord 
   Generic Productions - All Rights Reserved