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User Interface, Title Screen, and Menu

ControlsNeutral state: The object/menu option is not being hovered over.
Active state: The object/menu option is highlighted (being hovered over but not pressed).
Pressed state: The object/menu option is clicked on (or player presses A while it is highlighted) The active state must be noticeably different from the neutral states.

All Button Assets must be consistent to the size of the largest file! I.e. If your button gets bigger when in the active state, you must save the neutral and pressed state image .pngs so that they have the same pixel dimensions as your active state.

The buttons can look however you and the art director decide, as long as there is one for each state and the states are designedconsistent. withI.e twoneutral Xboxstates controllersmust inall mind.be the same color, active states must all be the same color, etc….

Title Screen

CommonMenu Controls:Assets
  • MenuGame -Logo
  • Start
  • Title ButtonScreen Background
  • “A To Select” image
Buttons
  • RestartPlay Level(Neutral state, Active state, and Pressed state)
  • Level Select (Neutral state, Active state, and Pressed state)
  • QuitOptions (Neutral state, Active state, and Pressed state)
  • Exit Game (Neutral state, Active state, and Pressed state)

Level Select Screen

Level slot refers to an image of the level with some identifier for which one it is. I.e, screenshot of level one with “Level 1” in text below it.

The active state must be noticeably different from the other states

Level assets must consist of levels 1 - 5 and include assets for one named “Tutorial”
Creating fun names that match the theme of each level is acceptable as well, talk to the level designer about that.

Level Screenshots and/or animated gifs (Communicate with Level Designer whenever that is decided)

Menu Assets
  • “Level Select” text
  • WalkLevel -Slot Left Thumb StickBackground
  • Swap“B CharactersTo -Return” Back Button (primarily for being able to test the build solo)image
Chucky Controls:Buttons
  • KickLevel - A Button
  • Suck up object with trunk - Hold B ButtonSlot (whileNeutral notstate, currentlyActive holdingstate, anand object)
  • Pressed
  • Aim Trunk - Left Thumb Stick (while holding B Button)
  • Chuck Object - Release B Button (while holding Left Thumb Stick to aim)state)

Options Screen

DexterMenu Controls:Assets
  • Jump“Options” - A ButtonText
  • InteractBackground (presspanel button,to picksee upoptions key, use key, shake coconut from tree) - B Buttonclearly
  • ClimbCustom Laddersart /for Monkeya Barsvolume -slider
  • Left
  • “Volume” Thumbtext
  • Stick
  • “B To Return” image

Co-Op Camera (keeps both characters framed on screen)