HUD Interfaces: Difference between revisions
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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<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
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
<references> <ref name="fagerholt">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.</ref> </references>
Acknowledgements
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