I’m going to start a series of “Little Things” posts, a bunch of (hopefully) short articles on little graphical things to help juice up a game.
I’m working on animating a game score screen today. My requirements are as follows:
- Easy to understand
- Extremely satisfying
Here’s a static mock-up of what I had in mind.
In Fishy Business, your performance is measured by the percentage of fish you catch in any given level. One star will be awarded for catching 40% or more, two stars for 80% or more and all three stars for a perfect score. Perhaps a bit harsh but hey, if recently viral games are any indication, the players want a challenge.
So I found a video of Jetpack Joyride’s score screen online and have saved you the trouble:
- Stars fly off achievement with glittery particles (exciting)
- Star slams into place and displaces entire window (satisfying feeling of weight)
- New objectives sliding into place also displace the entire window
Ok, that’s my takeaway from Jetpack… how about another iconic example?
- Stars simply appear while score counts up
- Vigorous explosion of star particles erupt as each star appears (exciting)
- Stars ‘pop’ into place – they appear, get bigger, and then shrink down to size
- Bonus ‘falls’ into place (attention drawing)
- There’s also a nice light emitting from behind the stars and bonus object (perception of value)
Here’s what I came up with:
Elements that I liked and implemented here:
- Stars with weight that displace the window (satisfying ‘thud’ when a star is earned – you can almost hear it)
- Stars growing/shrinking when all three are earned (drawing attention to themselves)
- All stars turn gold when all three are earned (perception of value)
- Light is emitted after all three are earned (perception of value)
Overall, I’m satisfied with the end result. Let me know what you think in the comments below!