Building the Main Menu
Originally I wanted to go with a traditional main screen that is 2D. I ended up changing that because I wanted my game to be unique. I wanted my players to open my game and play it and not be able to compare much of my game with other games. I strive for my game to be unique.
I went with the front-standing display (kiosk) as an input tutorial to help newcomers grasp the controls of my game. It dynamically changes depending on if you're using a controller or keyboard.
I made the front desk the new game because in most situations, if you go into a company building/lobby, you will go to the front desk to start a new journey rather than continue one. If you're going to the elevators instead of the front desk, that means that you're already acquainted with the company and have prior access to the building. Which is why I chose the elevators as the load game. Of course, I also chose the front doors as the exit game.
Besides those things, the white board, is meant for showing important updates and things that are in development.
This devlog was meant to pretty much explain my thoughts behind doing the 3D main menu instead of a 2D main menu. If you want to see this main menu in action, you can test it out in the game. If there is anything you think I should add to the full game, you can leave it in the comments.
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Vitalis Laboratories
A psychological horror where survival means choosing obedience or rebellion.
Status | Released |
Author | RGT Game Studios |
Genre | Adventure, Puzzle |
Tags | Atmospheric, Dark, Escape Game, Horror, Mystery, Narrative, Psychological Horror, Singleplayer, Thriller |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
More posts
- My Journey Making Vitalis Laboratories1 day ago
- Vitalis Laboratories – Update 0.6.1 Now Live3 days ago
- Vitalis Laboratories Launch5 days ago
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