A classical GUI consists of 2D images for buttons with some common gadgets such as a drop down list etc. I cannot say much about design because it is subjective.
I believe that the GUI can run on a graphics resolution such as 640x480x32 which is a common place for all systems. It is not necessary to run on the same resolution as the main game unless there are special reasons.
For an in game HUD without a fixed resolution this is a no-no? Every single resolution will require adjustments and it will be tiny in high res and massive in low res. It aint gonna happen.
The new camera adjustments should cater for your FOV needs.
I did notice also that the menu has some issue in widescreen. The mouse seemed to have to be some distance further up the screen than the actual word I was trying to click on to get it to accept the click (at the bottom of the screen).
Yes, this has been mentioned and is now fixed. A new demo will be uploaded tomorrow at some point.
Also I don't know if you knew this but if in-game you press something like the Control key or Windows/Alt key, which switches instantly to the Windows desktop, when you flip back all of the entire landscape colors and objects are solid black with just the sky having a single color. It stays that way permanently until you exit the game and reload it.
I've been told this but no idea what I need to do to fix. Anyone got suggestions?
It seemed like a fun game and pretty cool graphics style, reminds me of the Amiga, but I wasn't so sure what the object of the game was meant to be so I just drove around doing nothing.
Yip, this is generally what you do in "sandbox" mode or should I include some instructions for those who don't understand the concept?