Style Guide

This style guide lays the groundwork for how the game's look and feel will progress.

  • fonts and UI guidelines

    Header & Display Font: "porky’s" regular sharp
    This is a font supported by Adobe Photo Shop that gives the feeling of "fast food" Its subtle quirkiness and slanted, bulbous letters lends a casual, easy-going feel to the header text of any splash screen.

    Body Font: Arial, regular sharp.
    For optimal readability, all non-header (body) text in our game will be in plain old Arial font. This is to allow the reader to easily recognize all English characters through a simple, everyday font that is non-obtrusive enough that it will not subtract from the game’s general “food” theme.

  • character sketches and specs
  • color palettes and art production best practices

    Red, Yellow and Orange—all fast-food related colors—will be the colors for the game’s text and splash screen highlights. Any projectiles and explosions in the game will be composed of these colors to reinforce the subliminal imagery of the game’s theme.

    Brown, a color not only associated with certain types of food (in particular, cooked meat or decaying food) but also rocks and caves, will be another primary constituent in the game’s color pallet. Much of the primary game screen’s background will, of course, be brown, because it takes place in a poorly-lit, underground cave.

  • audio quality and size targets
    1. 1 sound for every player-driven action in the game: about 30 total
    2. Each sound clip no larger than just a couple megabytes
    3. All sounds loaded when game is loaded
    4. Most sounds will be group-recoreded to avoid copyright infringement
  • audio volume comparison samples
  • asset naming conventions
    TBD
  • coding best practices
    1. Use of SVN repository to store and maintain code
    2. Comment each function with a brief explanation of inputs, outputs and general uses
    3. Formulaic breakdown of goals and priorities on both the individual and group levels
    4. Emphasis on portability for colission detection, UI controls and high score modules
  • performance goals and metrics
    1. 30 Frames Per Second
    2. Fast (less than 10 seconds) initial loading time
    3. Full program size less than 10 MB