Difference between revisions of "HUD Interfaces"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Avatars]]
 
[[Non-Player Characters]]
 
 
[[Characters]]
 
[[Characters]]
[[Game State Indicators]]
+
 
[[First-Person Views]]
+
 
[[Aim & Shoot]]
+
 
 +
 
 
[[Diegetic Consistency]]
 
[[Diegetic Consistency]]
[[Geospatial Game Widgets]]
+
 
 
[[Controllers]]
 
[[Controllers]]
[[Clues]]
+
 
[[Thematic Consistency]]
+
 
[[Naming]]
+
[[Neighbors]]
+
[[Temporary Abilities]]
+
[[Lives]]
+
 
[[Health]]
 
[[Health]]
[[Equipment Slots]]
 
 
[[Handles]]
 
[[Handles]]
 
[[Crosshairs]]
 
[[Crosshairs]]
[[Chat Channels]]
 
[[Non-Diegetic Features]]
 
 
[[Game State Overviews]]
 
[[Game State Overviews]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Chat Channels]],
 +
[[Clues]],
 +
[[Game State Indicators]],
 +
[[Non-Diegetic Features]],
 +
[[Thematic Consistency]]
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Aim & Shoot]],
 +
[[Clues]],
 +
[[Equipment Slots]],
 +
[[First-Person Views]],
 +
[[Health]],
 +
[[Lives]],
 +
[[Neighbors]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 07:46, 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

Characters



Diegetic Consistency

Controllers


Health Handles Crosshairs Game State Overviews

Can Instantiate

Chat Channels, Clues, Game State Indicators, Non-Diegetic Features, Thematic Consistency

with ...

Can Modulate

Aim & Shoot, Clues, Equipment Slots, First-Person Views, Health, Lives, Neighbors

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Fagerholt, E. & Lorentzon, M. 2009. Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. MSc thesis in Interaction Design. Chalmers University of Technology.

Acknowledgements

-