Game UI

Basket-Brawl Game UI

Google Drive Link: https://drive.google.com/drive/folders/1dzEPbhUnz5ZiVpj4jTaWbCfNSn3cwtIM?usp=share_link

Screen 1: The Landing Page

The premise of this game is a futuristic mashup fighting game where the user selects an avatar to progress through a basketball-themed video game. On the welcome screen, there two buttons, with 3d shadow effects, one which is to play the game, and the other is options, which allows the player to select their avatar or adjust other relevant game settings. I chose to create a dynamic landing screen with a 3D basketball and two of the main characters of the game in action poses heading towards the basketball. The concept of the game is that basketball-themed attacks will be used in a level-based game to fight against the ball-popper villain, Ballnos, who has claws on his hands that allow him to pop basketballs and try to destroy the passion in the game of basketball. The basketball themes are communicated by the 3D basketball and the pale basketball hoop, which represents the loss of the passion for the game.

Screen 2: Avatar Selection Screen

The screen above shows the avatar selection screen, there are two characters, Jake and Sam and the user may toggle between the two characters, who are standing on pedestals, to pick in their subsequent fighting levels. The arrow that hovers above the characters is rendered with some extrusion, and the characters were created, similarly in the lock screen, using MakeHuman’s capabilities. Once the user has selected their character, they click confirm to proceed to the level. This screen also has a pause button on the top right to allow for readily easy adjustment of settings.

 

Screen 3: Level 1 Fight Screen

The level 1 fight screen utilizes a dynamic 3D perspective background to create a more immersive perspective for the player. The avatar that was selected, Sam, is shown in a dynamic fighting pose, and he is paired with HP bars that inform the user the health status of the opponent and the avatar as well. The four buttons in red indicate the attacks for the user, and are mapped to keyboard characters. When the dialogue finishes, there is a dialogue from the game system that informs the user that the fight has started, and the user may proceed to use the three attacks, dribble, shoot, pass, (themed after basketball), as well as the defense move (guard) to defeat the Ball-popper villain, Ballnos. The idea for the game is that there are many villains in this game, and each has their own special ability. Similar to the avatar screen, there is a red and green pause button to allow the user to adjust settings, such as volume and other in-game preferences without completely exiting a level session. The user would be able to use the arrow keys to move around the hallway and use key bindings (that can be adjusted in the preferences menu accessed through the green and red pause button) to map ot the dribble, shoot, pass, and guard moves.