
It Could Be Worse
A personal project creating UI/UX design for a space-themed video game.
The idea and goal behind this new project is to understand what goes into UI design in video games. This is a personal project to understand Figma, game displays, assets, etc.
Project Design
Game Synopsis
Genre: Sci Fi + Survival + Simulation + Adventure
Tags: Point and Click + Base Building + Crafting + Resource Management + Exploration + Economy
Early game. The player awakens from a head injury and has amnesia. They discover they are on a severely damaged spaceship and must get it operational so they can figure out what happened to their ship.
Mid game. The player regains most of their immediate memories, however, some great catastrophe has occurred to humanity and they need to expand their resources at this point to survive while collecting information about the catastrophe.
Long game. Knowing more about their catastrophe they must now thrive to rebuild what is left of humanity.
General Notes
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The player perspective is a side view.
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See Mr. Prepper, XCOM (1 and 2) base management.
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The game is largely point and click or menu driven.
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The characters have basic needs that must be met daily.
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Main gameplay is turn-based.
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The player can explore the ship and queue up tasks that will be performed when they click “End of Day”
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Exploration minigames take up actions.
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A player is only granted so many actions per day.
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Moving around the ship while exploring does not take any actions.
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Ships are heavily customizable.
3 acts based where the player is in the game.
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Act 1= Early game
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Act 2 = Mid game
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Act 3 = late game with remaining milestones
Player also can have postive, negative, negative interactions.
Designed for players to come back.