Difference between revisions of "HUD Interfaces"

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(Examples)
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This pattern is a still a stub.
 
This pattern is a still a stub.
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Head-up Display (HUD) interface
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Note: ''this pattern describes a more generic design solution that a true HUD interface. It is more aligned to the ''Overlay'' part in Fagerholt & Lorentzon's conceptual view of visual UI conventions in FPS games<ref name="fagerholt"/>.
  
 
=== Examples ===
 
=== Examples ===
  
==== Anti-Examples ====
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[[Doom series]]
optional
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[[Battlefield series]]
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[[Fallout series]] and [[Elder Scrolls series]]
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[[Civilization (video game) series]]
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[[Europa Universalis series]]
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[[Half-Life series]]
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[[Left 4 Dead series]]
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 07:36, 19 July 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Head-up Display (HUD) interface

Note: this pattern describes a more generic design solution that a true HUD interface. It is more aligned to the Overlay part in Fagerholt & Lorentzon's conceptual view of visual UI conventions in FPS games[1].

Examples

Doom series

Battlefield series

Fallout series and Elder Scrolls series

Civilization (video game) series

Europa Universalis series

Half-Life series

Left 4 Dead series

Using the pattern

add Screen Splatter, Giantbomb

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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  1. Cite error: Invalid <ref> tag; no text was provided for refs named fagerholt