From 5cf5ca5a556396431bb33fc58d739878f18302e0 Mon Sep 17 00:00:00 2001 From: Martin Muzatko Date: Wed, 14 Mar 2018 12:20:13 +0100 Subject: [PATCH] Elaborated on the settings menu and how to involve users --- Main-Menu-UI.md | 108 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 108 insertions(+) diff --git a/Main-Menu-UI.md b/Main-Menu-UI.md index 80696e7..411d1de 100644 --- a/Main-Menu-UI.md +++ b/Main-Menu-UI.md @@ -1,6 +1,24 @@ Main project page: https://github.com/inexorgame/inexor-core/wiki/User-Interfaces The main menu provides the means to navigate the core contents of the game. + - [Main pages](#main-pages) + - [Further planning](#further-planning) + - [Key indicators](#key-indicators) + - [First impression](#first-impression) + - [Involving users](#involving-users) + - [Design](#design) + - [Examples](#examples) + - [Pages](#pages) + - [Splash screen](#splash-screen) + - [Main Menu/Navigation](#main-menunavigation) + - [Server browser](#server-browser) + - [Settings](#settings) + - [Profile/Account](#profileaccount) + - [Community](#community) + - [Own content (Recently created/worked on)](#own-content-recently-createdworked-on) + +## Main pages + * Splash screen * Server browser * Settings @@ -11,6 +29,8 @@ The main menu provides the means to navigate the core contents of the game. ## Further planning * [ ] Define what pages/menus we need +* [ ] Define how navigation around the menus works + * [ ] Is there one main menu where you can get to the other pages, or is it always visible? * [ ] Define design (look and feel) * [ ] How components (buttons, switches, sliders) look like * [ ] How interaction with the menu works (mouse? keyboard?) @@ -58,3 +78,91 @@ A good next step is to compare to other splash screens/main menus of other games ### Examples TBD + +## Pages + +This section defines what content is found on the individual pages and what its purpose is. We also define how they are interlinked with each other. + +### Splash screen + +A short animation to introduce game logo, name, maybe even running version. +Can also contain a background video of the different mechanisms of the game to give a better insight what the player is getting into. + +### Main Menu/Navigation + +We need to decide, whether or not we provide a main menu to navigate the other pages, or if the navigation is always visible. Different concepts are outlined below. + +### Server browser + +Finding, filtering, sorting and joining servers. +Hosting servers. +We need to prioritize which server properties to display: + +* Servername +* ServerIP/Domain +* Players +* MaxPlayers +* Current Map +* Mode (In Sauerbraten, there is public, protected, private and auth) +* N Friends playing here + +Other features: Mark server as favorite, list favorites + +### Settings + +Settings for the game can have many levels of complexity, since everything is a variable. + +* General + * Video + * Rendering + * Resolution + * FOV + * Performance filter + * Particles + * Lights + * Glass + * Models + * Audio + * Master + * Map-Sounds + * Player-Sounds + * Footsteps + * Jumps + * Weapon + * Music + * Mouse + * Sensitivity + * Keybindings + * Communication (Console) + * Console + * Filter (Events) + * Colors + * History + * Link to profile settings +* Editing + * Edit HUD + * Crosshair +* Fighting + * Game-mode specific settings + * FOV, Crosshair, Zen-mode + * Game HUD + * Settings for widgets + * Display Time + * Crosshair + * Damage compass + * HUD Gun + * Teamchat + * Shortcuts (Cover me, restore flag, etc) + * Scoreboard + + +#### Video + +Sauerbraten went as far as allowing users to define whether or not to use glare, or fullbright models. + +I would simplify this a bit in terms of performance levels. +There are still some settings that players have a personal taste for. E.g. Motion blur or fadetime of dead bodies. + +### Profile/Account +### Community +### Own content (Recently created/worked on)