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This repository has been archived by the owner on Apr 9, 2022. It is now read-only.
rewrite the stage selection so it is more clear what the objective of the game is.
The current level selection looks somewhat like this:
This has the following drawbacks:
inconsistent pixel scale fonts and stage background have different pixel sizes
terrible navigation it is currently hard to see where which level is, since it is zoomed in quite a bit and we can not orientate properly
bad readability there is too much going on! The background is blinking and it is not fitting into the clean style of the game
UI limitations currently we have to overlay the UI on the blinking background, which makes everything completely unreadable. It is also hard to change that since there is no space!
animation effort it is difficult to animate all the background elements since they are quite unique
Requirements
Instead, we are going to replace the old stage selection with a new one! This stage selection has the following design requirements:
the stage selection has a set of checkpoints
checkpoints can be in the following states: activated, locked, deactivated
only checkpoints which are locked or activated can be visited, all others are skipped when selected
initially, only a single checkpoint is activated (all others are deactivated)
once a player completes a level, the next level is activated, unless there are locking requirements (see Implement lock system 🔒 #48 for details) - in that case the next level is set to locked state
Additional non-functional requirements
Additionally, it should follow these non-functional requirements:
pixelsize should be consistent with the font in use
there should always be dark background next to each checkout (below,next or above to it) where the stage information can be placed)
the tileset should be clean and simple and should not contain too many elements
the general zoom scale should be decreased, so the camera is further away. As a result, more elements are visible
all activated checkpoints should have a red lighting effect, including particle effects
all locked checkpoints should have a blue/blinking lighting effect including blue particle effects
all deactivated checkpoints have no particle effects nor lighting
This can look similar to this:
New Stage Model
We have to introduce a new model which looks like this:
World --- has ---> Stage Stage --- has ---> state Stage --- has ---> parent Stage --- has ---> children
This results in a tree structure. e.g. we can have locking requirements where all direct children need to be at 100% in order to unlock the next one.
The text was updated successfully, but these errors were encountered:
The current level selection looks somewhat like this:
This has the following drawbacks:
Requirements
Instead, we are going to replace the old stage selection with a new one! This stage selection has the following design requirements:
Additional non-functional requirements
Additionally, it should follow these non-functional requirements:
This can look similar to this:
New Stage Model
We have to introduce a new model which looks like this:
World --- has ---> Stage
Stage --- has ---> state
Stage --- has ---> parent
Stage --- has ---> children
This results in a tree structure. e.g. we can have locking requirements where all direct children need to be at 100% in order to unlock the next one.
The text was updated successfully, but these errors were encountered: