CatinaCupGames / Dissonance-Prototype

A prototype for an action RPG game named Dissonance
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Menus #51

Open ghost opened 10 years ago

ghost commented 10 years ago

Intro menus, Pause menus, Inventory screens and such. Need: A basic theme (color scheme, layout, simplicity/complexity). Easy to use, but gives all the information and navigation the player will need. How the menus will change the game screen. (complete overlay, or have it be partially transparent).

ghost commented 10 years ago

This is all menus in general, rather than just the main menu.

ecp4224 commented 10 years ago

This can be done with UIElements. However, UIElements are slow with initial rendering, so we cant really do full screen unless we pre-load them or they are static.

The thing that takes the most time is converting the rendered image into a texture, so the bigger the texture, the longer it takes to convert (exponentially). Theres nothing I can do about it unless I redo the way UIElements are rendered to have them render directly to the GPU. This will save alot of CPU speed, but will make coding them harder.

So for now, we can't do full screen menus (unless they are static)

ecp4224 commented 10 years ago

With #82 completed, this issue can be completed more easily.

I say we come up with a universal button design that we can use throughout the game (pause menu and such). The design of the button should match the hud design and should have 3 states to it.

Normal - This is the normal look of the button when no action is being done to it
Hover - This is optional, but should still be considered. This is the style of the button when we hover over it
Click Down - This is the look of the button when the mouse clicks down on it. It should seem like it's being pushed in.

Either @TheDaringPastry or @DavisM33 should do these designs, but they aren't a high priority at the moment.