Based on the design mind map that I posted previously, I’ve started to put a prototype together using the Corona SDK’s button widget and storyboard module.  
I’m not concerned about button graphics right now.  Those can be refactored in later.

Based on the design mind map that I posted previously, I’ve started to put a prototype together using the Corona SDK’s button widget and storyboard module.  

I’m not concerned about button graphics right now.  Those can be refactored in later.

Level menu prototypes created using Balsamiq Mockups.

The level menu structure that you see here would come up in a game like Angry Birds that has episodes that contain levels.

A game like classic Bejeweled that doesn’t have episodes wouldn’t even show you the second menu. Once a level is complete, Bejeweled just moves the user to the next level automatically. A menu like the first one would come up after the user has no more moves instead of when they reach the final goal.

Another difference is that a game like Angry Birds lets you restart the current level or go back and start from a previous level. Bejeweled only allows you to restart the whole game.

So depending on context Replay (level) could be called Restart (game) or Play Again (game ended). Continue could be called Resume or even Cancel. Menu could be Main Menu or Home. The wording doesn’t matter. Ideally you would use universal icons instead.

REVISED: I’m starting to work out in a mind map a new mobile game that I’m working on.

REVISED: I’m starting to work out in a mind map a new mobile game that I’m working on.

avali:

my girl <3

(Source: captainlasky)

“Take it!”

(Source: i-keep-it-classy)

Halo 4: Promethean Weapons Trailer (by HaloWaypoint)

Jurassic Park (1993)

theappleppielifestyle:

Oh, the things we invent when we are scared
and want to be rescued.

-Richard Siken

Evolution of neural network robotic controllers (by hkou78)