Difference between revisions of "HUD Interfaces"
From gdp3
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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 === | ||
− | + | [[Doom series]] | |
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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].
Contents
Examples
Fallout series and Elder Scrolls series
Civilization (video game) 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
-- ↑ Cite error: Invalid
<ref>
tag; no text was provided for refs namedfagerholt