Interface Design

On this page are sample designs which should be closely followed, in order for all contributors to maintain a consistent vision of user gameplay.

Vehicle Editor
This image demonstrates key components of the use of the vehicle editor.

The screen follows the standards of most PC applications, by making use of a toolbar at the top that includes buttons with consistently identifiable purposes. At the top left and bottom right of the screen are buttons that allow for the transition between menus and areas of the game, thus allowing the user to easily identify a way to escape the Editor.

A large area of the screen is granted to viewing of the vehicle being modified, allowing the user sufficient space for viewing and selection of individual parts.

Arena View
Note that this view conforms to many standards of game design, especially the positioning of the radar and player health/condition GUI components.

On the bottom-left, the user can identify what weaponry is tied to each key of their keyboard, as well as being able to read the condition of their weapons.

A similar component lies to the right of this, but snapped to the left side of the health/condition. Here, the player is able to view the status of their vehicles engines, including each of their RPMs and temperatures.

Update 30/09: The user can now adjust their view by scrolling with their mouse, the camera position moves in accordance with the length of the vehicle. Optics are also controllable, which allows the user to see a zoomed-in view of the environment.