Happy Two-person Mahjong game mobile phone using interface design ideas to share

Source: Internet
Author: User
Tags file size

Preface: The successful completion of the project from each member of the project team's efforts, the sense of achievement comes from like the game of everyone, here to do a share of experience, hoping to let the players see our intentions, but also hope that we like this game!......

Into the business:

A, Project Introduction & Game Effect Chart

What we're going to do is a terminal casual mahjong game that applies to iOS and Android platforms, happy two people, the PC side of the game believe that many players have played, but based on different platforms, operating habits are different, basically can be said to a new game design concept to demand and implementation, Finally achieve the IPHONE4S,IPHONE4,IPHONE3GS and Android platform for the iOS platform of HTC, the charm and so on models of the boutique mahjong game.

Second, the project development process

The following is the sequence of the project development process that focuses on what we do at each stage, the problems we have and the solutions.

A: The Project stage

What we're going to do is especially important in the project it directly determines what kind of products we will eventually develop, at this stage, the product expectations, the strength of developers, project time, as well as the prediction of difficult problems can be solved and so on are important factors for the smooth progress of the project, for which we have several meetings to discuss, Relevant stakeholders are involved, after determining our goal (the Project Introduction column is the final goal), list some of the key issues, such as how to implement the 3D effect (which is specifically in the following technical implementation), as a priority need to solve the problem, in all the developers clear direction and the heart of a more image concept, Designers need to do some preparatory work, such as the PC side of the two people experience, iOS and Android user operating habits, project style expectations, data collection, and development discussions to achieve the solution and production methods, and so on, as we enter the next stage, design positioning!

B: Design Positioning

When we get here, it's quite clear. The designer refined some project meeting discussion about the style key words, use this as the foundation to scatter the thought to carry on the visual puzzle, uses the fast puzzle and the product to communicate frequently again, uses the graph to determine everybody heart that sun is not such a sun, Haha, Here we have a lot of sketches not to be sent out (there will be a final effect show), after the sketch to determine the approximate direction we can formally enter the style design. The role scene UI is synchronized.

C: Technology Implementation

OK, we mentioned the technical difficulties predicted in the stage of the project, then we have to do the style set to solve if we do so, how do we achieve? While designing and even prioritizing implementation issues is critical, here are two more important points to illustrate:

First, as pictured above, there are 74 kinds of mahjong in different state of the game, the flower of the card is 24, so if we press the actual each kind of state each flower surface to give a map words is 1776 individual mahjong map, according to a 1024x1024px map full words is expected to need 24 such map, Every poster pvr4m calculation, is 96M, of course, PVR we will be compressed, according to the compression ratio of 3:1, there are 32M, imagine the general application of the app in 10-40m, where the light licensing resources will be 32M, so we must guarantee the 3D effect under the premise of solving this problem, Finally and developed several times to discuss the test, in a set of resource calculation relative coordinate form realization, in this way, only a 1024px map can be solved, but need to be accurate to each point on the card, in the cards on the map also requires very high, can not have 1px error, and finally spent some energy to test to achieve this effect, In the final game experience, it is still very good.

Second, from the above process we have a clear sense of the impact of splitting resources on file size, then in the design behind, designers should not only consider the visual effects of the design, but also consider how to split your effect diagram, there is the problem of reuse, here is the test of the designer's perceptual and rational thinking whether and in the To meet visual effects, meet the realization of the function, meet the development of easy to achieve, to meet the minimum of resources,,, here is not the figure, can refer to the method has: graphic symmetry design, gradient to vertical or horizontal implementation of the other angle, components unified, texture with the effect of splicing and so on ...

D: Style Determination

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