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Darren
Guest
What do you like to be included in a menu and why? I'm not talking design wise here. I mean features. This is for 2d games so I will not be including detailed graphical changes (shadows, hair physics etc), purely basics. I'd like to create a list so I can be sure to cater for everything with my game.
Here's a list of features I can think of that I like to see in a game menu.
Here's a list of features I can think of that I like to see in a game menu.
- Resolution Options (Self explanatory, ease of use, pretty standard feature)
- Fullscreen Options (Proper fullscreen, windowed fullscreen, bordered etc. Because it's nice to have options and different people play in different games. I tend to play single player experiences fullscreened, but something like Hearthstone for example I'll play windowed whilst watching a film etc)
- Subtitles (If I'm playing a game on my phone on mute or something I want to know what's going on, caters to deaf people)
- Colour Blind Mode (Obviously caters to Colour blind people, good to think of all possible audiences)
- Sound Settings (My game has settings for every little sound detail, like fx and music and menu sounds seperately, so the player can chose what immerses them most. Also has master settings, for when you simply want to mute everything or turn the whole game down without going into windows sound settings.
- Visual FX and particle settings (Like I said, I'm only making a 2d game so it isn't too intensive but particles and visual FX are an important option for older PC's which may not be able to handle everything running smoothly at 60FPS)
- Input/Key Bindings - Added by MCWolke (Always a good option to include, so the player can play in a way that is comfortable to them. )
- Controller Support (Doesn't apply to my game, but in a Platform game I almost always to look to play with a controller, including some menu options to choose to play with Keyboard or Controller is a big selling point)
- An option to disable flashing effects if you've got any. (If you're a good designer you'd never really use 'bad' flashing anyway, just rapid fades and low-contrast flashing... but I guess it's a lot easier to be conscious about this if you know photosensitive people).
Resolution-wise, I like when pixelarty games lets you scale up the game window (integer amounts) without forcing fullscreen.
- I think - though it's not too necessary most of the time - an option to change difficulty, or even gameplay speed for speedrunners. I probably wouldn't do the latter in my current game but I could see it being fun for some games.
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