8. HUD and Menu
Main Menu
Shows the title and has buttons for the following:
● Start Game
○ Opens the game with the tutorial level.
● Stage Select
○ Allows the player to choose any level.
● Credits
○ Immediately plays the credits sequence.
● Exit Game
○ Confirms if the player wants to exit and disables all other buttons until a selection
is made. Yes quits the game, no reenables all the buttons and makes the exit
confirmation disappear.
Pause Menu
Both Escape and P will allow the player to pause the game and open the pause menu. This lets
the player return to the game or return to the main menu. Unpausing the game can be done in
three ways: pressing Escape, pressing P, or clicking the return to game button. Selecting the
main menu option will bring up a confirmation menu just like the exit game one on the main
menu, and will disable both of the other buttons. This also prevents keyboard shortcuts for
unpausing so the interface is the only means of input. Selecting yes returns to the main menu
immediately, and selecting no removes the confirmation prompt and allows the player to return
to the game through normal means or click the main menu button again.
User Interface
The player needs to keep track of 2 things about their statistics: health and selected skill.
However there are more aspects to the user interface than this. The player also needs to aim,
so the player will have a direction indicator and a cursor. The player will always turn towards the
cursor, no matter where it is on screen. The cursor will change to reflect the selected skill and
the HUD will display the selected skill as well. The health of the player is both a number and
colorcoded to indicate the severity of their current health. The skill and health display should
match the mechanical aesthetic of the game.
Additional dialogs can be displayed based on the context of the player in the game world. These
are known as Text Boxes and are indicated by a comic style speech bubble with an ellipsis in it.
When the player steps on or near one, it will display text on screen based on what they need to