Week 12 + 13: Creating Mission Passed/Failed UI

I started week 12 by collecting visual inspiration for my designs, defining my design characteristics of my UI, and creating rough sketches. 




Creating the Exit Menu

I created my menu design using Adobe Illustrator and then exported it into Photoshop to add a ripple and a median effect to create the effect that the design had been printed on paper.  




I then exported the menu background and the buttons separately as PNGs and imported them into UE5 and created the script below. If the player chose to leave the saloon with less than 10 items collected, they would fail the mission, and if they had more than 10, they would pass the mission and be awarded 1, 2, or 3 stars depending on how many items they found. 







Creating a Custom Mouse Cursor 

I created my mouse cursor in Procreate and imported my design into UE5. I then further edited the design using Procreate and Photoshop to add more contrast to make the cursor stand out more. I then created a widget containing my design and defined it as my mouse cursor in the project settings. 






Creating Mission Passed/Failed Widgets

Originally, I created black and white designs in Adobe Illustrator; however, when I came up with the idea to use vintage star stamps to rate how well the player did in the mission, I decided to use a brown vintage paper style similar to my leave menu design. 





I created the star stamp design in Adobe Illustrator, inspired by the designs of Western sheriff badges. 




To make the star look like a stamp, in Adobe Illustrator, I added an inner glow effect, a Mezzotint effect, and a stamp effect, followed by expanding the design and using image trace. 




I then opened the stamp design in Photoshop and added a ripple and median effect to the design to make the lines less straight and look as if they are printed with a rubber stamp. I then added a red ink texture to the designs and exported the three stars as PNGs. 





I created animations for the player getting 1 star, 2 stars, and 3 stars. I added a rubber stamp sound effect for each star and made the star wonky above the printed star outline to make it appear the star was stamped onto the paper. 





I created the script below to determine whether the '1 star', '2 star', or '3 star' animation would play, depending on how many loot items the player collected. The script also uses a 'Set Text' and 'To Text (Integer)' node to display the number of items collected by the player. 




I also added my mission passed and mission failed designs within UE5 and added a fade-in animation within the widgets. 



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