The user interface will be minimal during exploration and non-combat interaction except for dialogue captions and status updates; it will be reactive, with contextual elements being summoned or dismissed as needed to keep the screen uncluttered and easy to read. During interactions, character portraits will be present to identify speakers and indicate which characters are affected by status changes. The user interface should not overwhelm the player or distract them from gameplay, instead it should provide whatever information is pertinent at the time and remaining out of the way otherwise.
A familiar control scheme is intended - character navigation will involve standard four-direction key controls such as cursor keys or WASD on mouse-and-keyboard systems and use the primary analogue stick on gamepads, while interaction can be performed through adjacent keys (such as Q, E, R, F, Z, X, C, Shift, Ctrl, Tab, numbers 1 through 4) on mouse-and-keyboard systems and the face buttons (ABXY or ✕◻△○) on gamepads. Camera/view controls will use the mouse or numeric pad on mouse-and-keyboard systems or the secondary analogue stick on gamepads. The general controls will be presented to the player in the game menu and the tutorial level, while contextual controls such as interacting with objects will be displayed when relevant. The object of this is to provide an intuitive method of moving around in the world so that the player does not have to learn new controls and can focus on the game.
Below is a map outlining the menu screens and in-game GUI the player can interact with and the routes they take to get there.
Dark blue = intractable screen
Grey = non-intractable screen
A familiar control scheme is intended - character navigation will involve standard four-direction key controls such as cursor keys or WASD on mouse-and-keyboard systems and use the primary analogue stick on gamepads, while interaction can be performed through adjacent keys (such as Q, E, R, F, Z, X, C, Shift, Ctrl, Tab, numbers 1 through 4) on mouse-and-keyboard systems and the face buttons (ABXY or ✕◻△○) on gamepads. Camera/view controls will use the mouse or numeric pad on mouse-and-keyboard systems or the secondary analogue stick on gamepads. The general controls will be presented to the player in the game menu and the tutorial level, while contextual controls such as interacting with objects will be displayed when relevant. The object of this is to provide an intuitive method of moving around in the world so that the player does not have to learn new controls and can focus on the game.
Below is a map outlining the menu screens and in-game GUI the player can interact with and the routes they take to get there.
Dark blue = intractable screen
Grey = non-intractable screen
digital_wireframe.png | |
File Size: | 161 kb |
File Type: | png |
Examples of the UI design for The Cure: