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Dev Log: Menus n More

Dev Log: Menus n More
I've been jamming on Super Sky Sisters a lot these past few days getting it ready to show off during Game Developers Conference! I also had a good deadline for tonight which was our monthly Phoenix IGDA meeting. It's always a blast to see two people play the game together, especially if they don't know each other and if both of them have never played before.

I put in a bunch of new menu screens last minute, but so far they're turning out pretty well.

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I also added a better title screen that rotates screen shots of the game so that people kind of have an idea of what to expect before they push start.

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I should note that a lot of these menus are built for demo builds in public venues. I have some ideas of how I want to make the final menus that involves some more polish and artwork, but for now I'm just making the bare minimum I need for showing off the game.

Every time I code up a menu I always think "I should really look into using some sort of UI framework, or make a generic reusable UI framework!" but then I never end up doing either of those things. Otter does have some remnants of a UI system that I was working on, but that's so old and clunky now compared to my current style of coding.

I can never decide if it's worth coding with a UI framework or system especially for UIs that are all controller and keyboard based. Whenever I look into using some sort of framework it always seems like it's way too much for what I'm looking for, and a lot of it seems to be based on mouse interaction which is not what I'm usually doing in my games. If I ever end up with something cool though I'll definitely add it to Otter for other people to (try to) use as well.
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