HUD Interfaces: Difference between revisions

From gdp3
Jump to navigationJump to search
 
Line 13: Line 13:


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 ===


==== Anti-Examples ====
[[Doom series]]
optional
 
[[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

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

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-