HUD Interfaces: Difference between revisions

From gdp3
Jump to navigationJump to search
Line 46: Line 46:


== Relations ==
== Relations ==
[[Characters]]
[[Diegetic Consistency]]
[[Controllers]]
[[Health]]
[[Handles]]
[[Crosshairs]]
[[Game State Overviews]]
=== 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 ===
Line 80: Line 67:


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
-
[[Crosshairs]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
-
[[Controllers]]


=== Possible Closure Effects ===
=== Possible Closure Effects ===
Line 89: Line 76:


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
-
[[Diegetic Consistency]]


== 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<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

Chat Channels, Clues, Game State Indicators, Game State Overviews Non-Diegetic Features, Thematic Consistency

with Handles or Health

Characters

Can Modulate

Aim & Shoot, Clues, Equipment Slots, First-Person Views, Health, Lives, Neighbors

Can Be Instantiated By

Crosshairs

Can Be Modulated By

Controllers

Possible Closure Effects

-

Potentially Conflicting With

Diegetic Consistency

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

-