Difference between revisions of "HUD Interfaces"
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== Relations == | == Relations == | ||
+ | [[Avatars]] | ||
+ | [[Non-Player Characters]] | ||
+ | [[Characters]] | ||
+ | [[Game State Indicators]] | ||
+ | [[First-Person Views]] | ||
+ | [[Aim & Shoot]] | ||
+ | [[Diegetic Consistency]] | ||
+ | [[Geospatial Game Widgets]] | ||
+ | [[Controllers]] | ||
+ | [[Clues]] | ||
+ | [[Thematic Consistency]] | ||
+ | [[Naming]] | ||
+ | [[Neighbors]] | ||
+ | [[Temporary Abilities]] | ||
+ | [[Lives]] | ||
+ | [[Health]] | ||
+ | [[Equipment Slots]] | ||
+ | [[Handles]] | ||
+ | [[Crosshairs]] | ||
+ | [[Chat Channels]] | ||
+ | [[Non-Diegetic Features]] | ||
+ | [[Game State Overviews]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 07:39, 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
Avatars Non-Player Characters Characters Game State Indicators First-Person Views Aim & Shoot Diegetic Consistency Geospatial Game Widgets Controllers Clues Thematic Consistency Naming Neighbors Temporary Abilities Lives Health Equipment Slots Handles Crosshairs Chat Channels Non-Diegetic Features Game State Overviews
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
- ↑ 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
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