HUD Interfaces: Difference between revisions
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Created page with "Category:Patterns Category:Mechanical Patterns Category:Interface Patterns Category:Needs work Category:Needs revision Category:Needs examples Catego..." |
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This pattern is a still a stub. | 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<ref name="fagerholt"/>. | |||
=== Examples === | === 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 == | == 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<ref name="fagerholt"/>.
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
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