Kyon
Member
Hi everyone,
so I'm redoing my game template (or engine), and I've come to the point where I think it's time to design a proper Pause Menu.
I was kind of curious to what most of you like in a pause menu. I know it sometimes depends on the genre of the game, but still.
Right now I have just something "I made very quick" because I always tent to ignore Menu stuff in my games. It's these few options that appear in the top left of the screen, and the game screen gets a transparent black overlay to make it appear more in the background.
What are some of the Pause Menu essentials?
But more important for this discussion, what about design?
Do you like your pause menu quick and easy, and leave more complicated options to the main menu?
What about positioning, I don't think we want to drag our players out of immersion, but at the same time the pause menu has to be "obvious", it has to be readable.
Do you prefer pause menu's that kind of leave the whole game-screen visible?
Or do you want to drag yourself out of the game for a bit for a true-pause feeling.
Anyone has nice examples of pause menu's they really like?
What's annoying in a pause menu?
How did you do your pause menu? (this is something I would really like to see from fellow gamedevs here)
I'm kind of new to designing UI stuff like this, so it would really help.
Also I'm not necessarily talking about gamejuice, or how a pause menu should feel. More design-wise, like where is it, how big, what's in it, how many options, do you even make a "options" choice within the menu, or should it just be sound / quality sliders instantly?
Kyon.
so I'm redoing my game template (or engine), and I've come to the point where I think it's time to design a proper Pause Menu.
I was kind of curious to what most of you like in a pause menu. I know it sometimes depends on the genre of the game, but still.
Right now I have just something "I made very quick" because I always tent to ignore Menu stuff in my games. It's these few options that appear in the top left of the screen, and the game screen gets a transparent black overlay to make it appear more in the background.
What are some of the Pause Menu essentials?
But more important for this discussion, what about design?
Do you like your pause menu quick and easy, and leave more complicated options to the main menu?
What about positioning, I don't think we want to drag our players out of immersion, but at the same time the pause menu has to be "obvious", it has to be readable.
Do you prefer pause menu's that kind of leave the whole game-screen visible?
Or do you want to drag yourself out of the game for a bit for a true-pause feeling.
Anyone has nice examples of pause menu's they really like?
What's annoying in a pause menu?
How did you do your pause menu? (this is something I would really like to see from fellow gamedevs here)
I'm kind of new to designing UI stuff like this, so it would really help.
Also I'm not necessarily talking about gamejuice, or how a pause menu should feel. More design-wise, like where is it, how big, what's in it, how many options, do you even make a "options" choice within the menu, or should it just be sound / quality sliders instantly?
Kyon.