Back to work on Bleed 2 this week! I picked the menu system off my list of things to do.
Menu systems might not be thrilling to code (or to read about!) but it’s just one of those things you gotta do if you want a finished game. There’s a surprising amount to consider, depending on the game. What’s in each menu, and how can everything be structured to lead logically to each other? How do you handle a keyboard, mouse and gamepad all being used to navigate it? If there’s more than one player, what do you do about multiple inputs? Etc etc etc. They’re fun little puzzles to solve for me, to be honest.
Design-wise, I’d already taken a first stab at a menu system a long time ago. It was functional, but it was bulky and I couldn’t fit very many items on the screen at once. It was also bloated in terms of storage, with every menu item held in a sprite sheet with two variants for ‘selected’ and ‘unselected’.
First I thinned everything down, and got navigation and highlighting and some simple animations working, too! I also straightened out the menu — it used to be angled, which I originally imaged was stylish, but it made it harder to tell which item was selected and appears messy to me now.