I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally settled down at a final look.
There were two requirements we placed upon the font we should use: 1, It needs to be readable on the screen, and 2, it needs to be free for comercial use. Mentally I added a third condition, that it would suit the game. For the additional third condition, I only looked for suitable fonts on dafont.coms categories Eroded, Distorted, and Destroy. Among the fonts I found that I thought suited the games ambiance, only one was free for comercial use. As such it was chosen for the buttons.
That I later noticed that it was the font originally used by the group who built the concept of Ambient Pressure was an unexpected but pleasant discovery.
The pick of the font was originally because it reminded me of the first groups font, and the fact it seems to be dissolving – something certain things does when submerged in water, and thus I thought it would suit the underwater ambiance.
As I was making the buttons, I was also tasked with making sure they can change colour once moused over, which, while done simply by changing text colour, had to be visible on all of the possible places for them to be placed on the game screens. Going from black to a very bright blue was an easy pick – partly for it to be obvious, but also partly to keep to water-y colours.
Due to the choice in colours having to be visible, I decided the best placement for them to be on the lower part of the background, with only the two first buttons on the menu above the middle line. This makes them appear far down, so they don’t take over the screen, and gives a lot of empty space on the screen. The buttons were placed at the right side of the screen due to the suggestion of the level designer.
The buttons remains fairly simple, text-only buttons to melt together with the background a bit – though not too much – and blend in with the otherwise simplistic style of it.