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.
Title Screen
CommonMenu Controls:Assets
Buttons
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-SlotLeft Thumb StickBackgroundSwap“BCharactersTo-Return”Back Button(primarily for being able to test the build solo)image
Chucky Controls:Buttons
KickLevel-A ButtonSuck up object with trunk -Hold B ButtonSlot (whileNeutralnotstate,currentlyActiveholdingstate,anandobject)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 ButtonTextInteractBackground(presspanelbutton,topickseeupoptionskey, use key, shake coconut from tree) -B ButtonclearlyClimbCustomLaddersart/forMonkeyaBarsvolume-slider- “Volume”
Thumbtext - “B To Return” image
Co-Op Camera (keeps both characters framed on screen)