As the deadline approaches our group is focusing more and more on fine-tuning the game feel and improving its presentation. Along those lines, my last few days have consisted of creating our menu system. For it I chose a clean computer-terminal design. The menus are treated as a large tree in-code and the rendering reflects that. As the user chooses options the resulting menu options are drawn stacked beside it and scaled down to fit its height. This video shows what I mean more clearly.
With some more dressing I hope to have the thing look like a terminal of unquestionable power. As the user choices lead them towards the actual game I want to have the menu zoom in more and more until a “division-by-zero error” causes the black hole the game takes place in to form.
It will look super neat if all goes well.