Dev Update #14 – Concept Graphics and Aspect Ratios

Have your base (classes) covered!

In spite of what I wrote in my previous blog post, I realized I need to create one more department before I can finally tackle the Build Menu: The Management department. Like the Design department, this one works differently from the production floors. This makes a difference from the coding point of view – as I want a base class to take care of all floors, and then handle only specialized stuff in derived classes. And like I said, I want all my bases covered.

Here is the mockup graphic for the Management floor:

The idea was that a Management floor can employ up to four development directors. Each director would allow for one game to be in production. This way the player can work on multiple games at the same time. But I made a pretty noobish mistake when creating the above mockup – I hadn’t given any thought to the aspect ratio of my floors.

Aspect Ratio, anyone?

When creating the actual game graphics for this floor based on this mockup, I ran into some trouble. I hadn’t really thought about aspect ratios and screen width when I created those images. That was a big mistake, as it turns out. The mockup screens were too wide. There was simply no room left on the right side of the screen for the two big purple buttons, not unless I scaled the height down.  But then everything else in the floor would become tiny. To counteract, I would have to scale up the characters. But then I didn’t have enough room above the head of the managers to put the actual game icons. My characters were simply too big.

So I redesigned that department completely. Here’s the result (middle floor):


Instead of placing the icons above the characters’ heads, they were placed next to them, sorta like a PowerPoint screen in the background. It actually gives it a nice manager look and feel. And as a bonus, this will free up some screen space at the top of each floor where I have been wanting to put a floor number. In another change, the Release and Trash buttons on the right are done away with. Instead, scripts can be released or trashed by clicking on them and opening up their details dialog.

I definitely learned my lesson and will create future mockups in a sensible aspect ratio.

Now, this time for real – next up is going to be the build menu.

Dev Update #13 – Code and Design Departments

It should have come as no surprise to me that spending my free time working on a game directly clashes with writing blog posts in that same free time. And one of these things simply comes more natural to me than the other. So it’s been five months… Time for an update.

I really want to start working on the build menu, but before I can do that, I need a few floors that I can actually build. So I created basic prefabs for the Code and Design departments.

Here are the results.
BlogPost12The Code department layout (top) represents the basic layout for all the basic production floors. 3D Art, Animation, Sound etc… they all will share the same basic setup with three queue slots. The Design department (bottom) works differently and needed a special setup. So it made sense to create these first and cover all my bases.

In my original game design document, the workers would all sit with their backs towards the player. This was mainly due to my poor drawing skills. But for the actual game I found this to be too boring. So instead, I turned them all around, so that they would be facing the camera.

The floors all use the same background graphic for the floor, which is actually grayscale. The graphic is tinted in realtime with the color of the floor.

Please keep in mind that the floors are not really finished yet. The coder for example doesn’t even yet have a computer in front of her. But it’s good enough to work with. Now I can start creating the menu that let’s me build floors into my game studio tower.