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Dec
14

New Menu System

Posted by Daniel

I’m hard at work on the new menu system for Project Viper. The Dawn’s Light menus are mostly just the default rpgĀ  maker menus. For Project Viper, I’ve started from scratch. That means I can make every menu exactly how I want it to be. It also means that if players don’t like it then I can’t blame RPG maker for it. :)

Here’s some of my favorite parts of the new menus:

The new design

RPG maker menus are based on Window Skins which are small graphic files like this:

When a menu is created, the window skin is automatically made to fit the size. It’s a good system but it makes for some pretty boring menus.

The menus for Project Viper don’t use any skin, instead I’ve designed them in photoshop and exported the separate parts of the menus. The text is much nicer as well.

You can use the mouse

I made the menu system knowing that the game would include mouse control so I’ve added some features to make things a little easier. You can close the menu from anywhere. If you’re somewhere deep in the menus, perhaps menu->journal->quests->quest-detail you can still close the menu with just one click.

Menus that don’t fit on one screen have scroll bars. These are good for mouse users but they double as an indicator for keyboard users so they can see where they are in a list.

The new journal menu

I really like journal menus in games. I like to see what I’ve done and what I still have left to do. I’m not alone either, lot’s of Dawn’s Light players like journals as well. The Dawn’s Light journal was a good start but it was lacking in a few areas.

Quests will now have more details so you won’t have to guess what it means. Quests now have multiple tasks to complete so something like ‘get me some coffee’ isn’t equal to ‘kill the evil boss’. You can also look at all of the quests you’ve already completed and remember how cool you are. :)

I’m including more stats this time. As well as the progress stats like ‘quests completed’ and ‘items found’ I’m including stats that are just for fun. Such as how many enemies you’ve fought in total or how many times you’ve reset puzzles.

Enough about menus already!

The menu system may not be a selling point on its own but it definitely adds to the experience of the game. Plus it was fun to make. I’ll have some screens and a video preview ready in a few days.

4 Responses to “New Menu System”

  1. ladybegood says:

    can hardly wait it sounds really great maybe even better the Dawn’s light.

  2. phoebe222 says:

    The menu system may not be an obvious selling point, yes, but it is the main tool to interact with the game for us, the players. It may significantly change the whole gaming experience in my opinion. Looking forward to seeing what you’ll come up with :)

  3. SeverineSnape says:

    I love how you think so much about how to make your game as user friendly and attractive as possible, and you don’t just resort to standard methods just because they’re there! I already thought Dawn’s Light was well thought out, so I’m amazed you can find so many things to improve on :) Like phoebe, I can’t wait to see what you’ve come up with.

  4. loontune says:

    Even though you might think a customized menu is not a selling point, it definitely establishes your games as truly unique. The Aveyond series has consistently evolved the gameplay over the course of their rpg game series, and I think it’s natural for you to want to and actually do the same. It will make John Wizard games truly amazing and fun, and will definitely add to the overall experience.

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