Menu update v1.5


This update pertained to the ui coherence in the game. The first version of menus was designed without a long form understanding of how the game would look. After gathering feedback on the style of narrative and game design, I decided there needed to be a more cohesive style for the menus and ui. 

The original menus reflected my idea that Glyph Hunter would be a game set across numerous ancient cultures over time, I had been thinking, Egypt, Babylon, Greece, Persia. I eventually would have a level for each of the different cultures, with the gameplay being tied together around the symbolism and glyphs seen throughout history. This would have perhaps been "Glyph Hunter : Ultimate". 

The Glyph Hunter caricature in that timeline would have been a seeker of ancient knowledge and writing, trying to learn about the evolution of language and culture in the various levels across history. A Herodotus type of character with infinite wisdom, solving puzzles and gathering knowledge to return to the scribes that would record their findings.

With this in mind the original ui was intended to reflect the type of agency that the player would find, being impartial to any particular style or culture. It was meant to be generically enlightened similarly to how the Hunter was to be a generic seeker of knowledge.

The new ui is not void of genericism but gains inspiration from the stone tablets and carvings seen in ancient Egyptian artwork. Since the overall tone of the game has shifted towards Egypt, this was the logical progression. However the new ui isnt specifically tied to Egypt since there aren't any cultural symbols embedded in the new sprites. The design sense is intended to feel like ancient civilizations without being exclusively Egyptian. 

List of Updates

-Designed new buttons, screens and indicator using 3D generation / shading in adobe illustrator

-Replaced old buttons with new ones in Unity (and broke everything)

-Created live text assets using text mesh pro (old buttons had text embedded, this leaves translation as an option in the future)

-Re worked canvas scripting for new menu states and screens

-Replaced the TAB menu in game with new assets (and broke that too, also added a resume button on this screen)

-Created transition animations for each screen (no buttons have jarring pop in)

-Implemented the cursor indicator to show which button is selected

-Remade intro and exit screens for each level to match the new theme and text requirements (also remade the title splash screen with new font)

-Created snapshots for the level selection selection highlights and implemented them using the indicator logic

-Worked on screen layouts for 1920 x 1080 resolution

-Updated the background image on main menu to better suit the layout of the new menu

This development was completed in roughly two weeks of working on it in between other classes. I am much happier with the new look of the ui, there are more options to expand with new settings, languages, or tutorial screens. Although I did not have time to implement sound effects for the menu during my semester, I will have opportunities to create and work with audio in the coming months. As I publish new content for Glyph Hunter some menu elements will change to reflect the most recent additions.

Thank you for your interest, Amun guide you seers.

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