Difference between revisions of "HUD Interfaces"
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=== Can Instantiate === | === Can Instantiate === | ||
[[Chat Channels]], | [[Chat Channels]], | ||
[[Clues]], | [[Clues]], | ||
[[Game State Indicators]], | [[Game State Indicators]], | ||
+ | [[Game State Overviews]] | ||
[[Non-Diegetic Features]], | [[Non-Diegetic Features]], | ||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
− | ==== with | + | ==== with [[Handles]] or [[Health]] ==== |
+ | [[Characters]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == |
Revision as of 07:52, 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
Chat Channels, Clues, Game State Indicators, Game State Overviews Non-Diegetic Features, Thematic Consistency
with Handles or Health
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
- ↑ 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
-