Designing minimal HUD's
Master Project Nicky Markies
donderdag 28 maart 2013
dinsdag 19 maart 2013
Early Icon Designs
The first designs for interface elements and Icons.
The chesspieces (left upper corner) represent the units for the formation in prebattle, the coloured icons (left center) represent Armour and Weapon types. The actions icons (upper right corner) that are used to perform actions. The board (under left corner) where the actions will be displayed, and the shield (under middle) which represents the stamina en resiliance of the selected unit. If stamina is used or resiliance is lost, the paint chippes of the shield and the texture underneath becomes visible. This shield will only be used for the Christian units, the Mercenaries and Arabs will get their own shield designs with the same working.
The chesspieces (left upper corner) represent the units for the formation in prebattle, the coloured icons (left center) represent Armour and Weapon types. The actions icons (upper right corner) that are used to perform actions. The board (under left corner) where the actions will be displayed, and the shield (under middle) which represents the stamina en resiliance of the selected unit. If stamina is used or resiliance is lost, the paint chippes of the shield and the texture underneath becomes visible. This shield will only be used for the Christian units, the Mercenaries and Arabs will get their own shield designs with the same working.
Character designs
The first full 3D character models are near completion! Made by Sjoerd Buikema and Jeroen Jooren, our artist.
dinsdag 12 maart 2013
Game Design, Secret of the Sages
Marc
Saltzman, 2000, Game Design Secret of the Sages second edition, Macmillan
Publishing
Chapter 12,
The all important User Interface and Game Control, page 249-262
While it's
likely that you'll find some conflicting advice in areas of this book on art
techniques, level design suggestions, or the best way to animate a character,
it's universally recognized that a bad user interface (UI) in a game can be its
own demise, regardless of how good the content is.
UI and game
control may be a personal thing, so many developers of PC and console games are
now allowing players to customize these setting to their liking. Most games, in
all genres, allow players to remap keys/buttons to their liking, or assign
hotkeys or macros. Give players the option to make the game their own.
"You
must attempt to immerse customers into the experience- make them forget who
they are and make them believe they're the character on screen"
- Vance Cook, Lead designer Sierra Sports
- Vance Cook, Lead designer Sierra Sports
"Gamers
are notorious for not reading manuals. If they can't quickly and easily get
into a game, they'll become frustrated and look to other games for satisfaction"
- Scott Orr, EA sports
- Scott Orr, EA sports
Age of
Empires II won an award for best interface in 1999 from Computer Gaming World
magazine.
"The
Backhoe Operator Syndrome: Making the UI so intuitive to the gamer that he or
she becomes one with the onscreen avatar. By making the UI as simple as
possible, without limiting the players options. "
- Richard "Lord British" Carriott, Texas Origin Systems
- Richard "Lord British" Carriott, Texas Origin Systems
"Your
mom should be able to play the game intuitively, even if she doesn't like
it."
- Tom Hall, Ion Storm
- Tom Hall, Ion Storm
maandag 11 maart 2013
Andrew Rollings and Ernest Adams on Game design
Andrew Rollings, 2003, Andrew Rollings and Ernest Adams on Game design, New Riders Publishing
Chapter 6,
Creating the user experience, page 147-197
From the
moment the player loads the software and the first screen appears, he is in
your world. Everything that he sees, hears, and feels from that point on- every
audio, visual, and interactive element- must strive to convince him that the
only thing that exists is the game.
When games
first entered the world, they were limited by computer technology. This made it
so that there wasn't much information in the game, and that the player needed
to play the game. This resulted in very simplistic in-game interfaces. But as
the technology progressed, so did the complexity of games. The player needed
more information to know what was going on, and so the interfaces became more
complex.
For
RTS-type of games three levels are needed to create an effective interface:
Grand strategy, Group and Unit navigation and unit micromanagement. But not all
RTS games rely on all three levels. It is best to let the player decide on
which levels he wants to interact. If he doesn't feel like micromanaging, let
the computer handle it.
The interactive element:
Aside from
all the Glitz and glamour, the main function of a user interface is to allow
the player to play the game. From a purist point of view, that is its primary
purpose. All else is secondary. We've lost count of the number of games we've
played that have forgotten this simple rule. In these games various
interactivity problems prevent them from showing their true promise; the
interface actually gets in the way of playing the game.
Some common
problems are: The interface is overly graphicly obscure, the graphics are
beuatifull but stand in the way of understanding how the game works. Overly
complex interfaces, there is just to much text or options to go through and the
player gets lost. Overly simplistic
interfaces, which creates an on-rail experience.
KISS
principle: Keep It Simple, Stupid. keep the layout of the screens simple. Don't
bother with lot's of fiddly little overlays. Group all similar functions
together. That way the player can take in the information she needs in a single
glance, rather than having to roam all over the screen to gather the
information she requires.
The human
eye does not see consistently throughout its field of vision. there is an area immediately
in the center of your field of vision where you see with the maximum amount of
detail. the central vision area, the macula, is geared up to take in the visual
information at the highest possible resolution. The peripheral vision of a human eye does not
sense the same amount of detail as the macula but it is geared for detecting
movement and change. Of something changes in your peripheral vision, your first
instinct is to turn and focus on the area concerned, to scrutinize it in more
detail. The instinct can be exploited to focus the players attention on an indicator
if some important happening that they need to know about occurred.
Guidelines
for creating interfaces: Be consistent, Enable hardcore players to use
shortcuts, Give good feedback, Design the interface to offer defined tasks,
Don't allow the player to make silly mistakes, and allow recovery from minor
errors, Permit easy reversal of actions, Remember that the player is the one in
control, Don't strain the player's short term memory.
Example of an
invisible interface: Black and white, the interface and all the actions
performed are handled by a hand. By gestures you perform all the actions and
spells and no other interface is needed or given.
However in
our opinion, an interface does not need to be nonexistent to be invisible. Our definition
of an invisible interface would be one that fits the game so well that the
player forgets it's there. Starcraft is such a game. The interface is so well designed that the
player performs her actions subconsciously.
vrijdag 8 maart 2013
21st Century Game design
Chris Bateman and Richard Boon, 2006, 21st century Game Design, Charles River Media
For reading this book I focused on Chapter 7, Principles of Interface Design, page 123-147. Here are the notes I made and things I found interesting.
A weak,
disorganized or overly complex interface is a barrier to enjoyment for all
players, and therefore every interface should strive to be as simple as is feasible
to express the required game actions.
Five Golden
Rules: Be consistent, Use the simplest interface feasible for the game play,
Draw from the familiar, One button, one function, Structure the learning curve.
Five
cautions: Shortcuts are for advanced users only, icons for speed, text for
clarity, Allow skipping of non-interactive sequences, Provide options and save
options, Document it.
Learning
curve: Adjust the curve to your audience. Gradually introducing, easy to learn
hard to master, prior knowledge influencing the curve.
Action
depth: The amount of sub actions needed to perform an action. The action depth
should always be as low as possible. Minimizing action depth makes the
interface easy to learn and fast to navigate and minimizes player frustration.
Tutorials:
Control Flashcard, Training movie, Linear Exercises, Goal oriented tutorials,
Help signs, Imbedded manual, Context sensitive Commentary, Checklist with
prompts, Staggered complexity.
The
designing of interfaces should be done with the target audience in mind.
Hardcore players actively require character actions to deliver a sense of
competence and might be frustrated when the game offers them insufficient
options for controlling their character. Conversely Casual players require
simplicity and generally want an interface that favors mimicry.
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