When I work on other games I usually follow the same design process for screen layouts that I’ll do with this game.
- Gathering references, thinking about concepts
- Doing an array of 4:3 size layout sketches on paper with pencil, and making any adjustments
- Redoing the layouts in photoshop as white wireframes on black backgrounds, and making any more adjustments for better design or including features
- Doing final asset work in photoshop - usually composed of vector shapes with styles layered together and with painting elements too
The UI elements for this game will all be pixel art. Many of them will be composed with 9-patch style assets with some custom elements. Resolution is constrained so that means simplicity. I want to follow NES era RPG design patterns, but also include some modern elements. There are some stylistic options available that seem to be done more in the past due to platform constraints, and if done may make it appear more authentic, such as how text boxes are drawn.
Next I’ll be uploading images showing the process of going from sketches to wireframes to final assets for the screen UI assets.
I’ll also share initial level layout designs. I’m wanting to do a little more polished and detailed than many games did, but still trying for authentic look.
This site has all of the overworld / town maps for DW3, which I think is a good reference for trying to get things to look right for this.