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Achievements Trophies and Cards Design

Kaiwang4 edited this page Sep 28, 2021 · 1 revision

Trophies Design Style

This section describes the final design of the achievement trophy. The achievement is activated when the player achieves the acquisition conditions for a certain achievement during the game. Each time a player unlocks an achievement they will receive a corresponding bonus score. All achievement bonus points earned will be stacked on the player's total game score at the end of the game.

Trophies Design Concept

Achievements are divided into three levels, represented by the image of gold, silver and bronze trophies, with the highest level achievement being the gold trophy. Achievement acquisition difficulty increases with the level. The bonus points given by achievements will increase as the achievement level increases, and the bonus points corresponding to different types of achievements are different.

User Testing

  • The user testing was conducted based on the concept design. The documentation for the same can be found here

Design upgrade process

After the initial round of surveys and user interviews, All trophies have been fully upgraded. The trophy upgrade before and after the gold, silver and bronze versions are shown below.

The previous version for Bronze Veteran Trophy The previous version for Sliver Veteran Trophy The previous version for Gold Veteran Trophy

The promoted version for Bronze Veteran Trophy The promoted version for Sliver Veteran Trophy The promoted version for Gold Veteran Trophy

Design Software and Techniques

Initial trophy image

Trophy coloring image

Bronze Trophy Sliver Trophy Gold Trophy

Trophy final production example (Master)

Bronze Master Trophy Sliver Master Trophy Gold Master Trophy

Colours chosen for Bronze trophies

Colours Hex Colour Codes

#854410

#AC5916

#E9B994

Colours chosen for Silver trophies

Colours Hex Colour Codes

#797979

#939393

#EAEAEA

Colours chosen for Gold trophies

Colours Hex Colour Codes

#F8ED33

#FBD140

#FFFFFF

Achievement Card Design Style

This section describes the final design of the achievement card.

Trophies Design Concept

Gold, silver and bronze trophies have corresponding achievement cards. The trophy is placed on the left side of the card, and the achievements corresponding to the trophy are on the right side.

User Testing

  • The user testing was conducted based on the concept design. The documentation for the same can be found here

Design Software and Techniques

Card border coloring image

Bronze Card border Sliver Card border Gold Card border

Achievement card final production example (Master)

Bronze Master Achievement card Sliver Master Achievement card Gold Master Achievement card

Colours chosen for Bronze card border

Colours Hex Colour Codes

#362F2D

#C69C6D

Colours chosen for Silver card border

Colours Hex Colour Codes

#555555

#CCCCCC

Colours chosen for Gold card border

Colours Hex Colour Codes

#F8E279

#E5BC2C

Implemented in the game

Achievement cards in-game display

Achievement reward points in-game display

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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