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Elements for a good HUD

Elements of a HUD:

  • Health / lives – this might include the player’s character and possibly other important characters, such as allies or bosses. Real-time strategy games usually show the health of every unit visible on screen. Also, in many (but not all) first- and third-person shooters, when the player is damaged, the screen (or part of it) flashes briefly (usually in red color, representing blood) and shows arrows or other similar images that point to the direction the threat came from, thus informing the player from which direction the enemies are attacking.
  • Time – This may be a timer counting down the time limit of the current turn, level, round or mission, the time left until a specific event. Or, it may be a timer counting up to records such as lap times in racing games, or the length of time a player can last in games based on survival. Many HUDS also use time displays to show the in-game time, such as the current time of day or year within the game. Some games may also display the real time.
  • Weapons/ammunition – Most action games (first- and third-person shooters in particular) show what weapon is being used, and also how much ammunition is in it. Can show other available weapons, and objects like health packs, radios, etc.
  • Capabilities – gameplay options that are often accessible by the player during gameplay, such as available weapons, items, or spells. This can include when the ability will become usable again, such as ammunition, magic points, or some other type of “charge up” timer. Icons and/or text may appear in the HUD to indicate other actions that are only available at certain times or in certain places, to show they are available to perform and which button performs it; for example the text “A – open door” may be displayed, but only when the character is near a door.
  • Menus – Menus to exit, change options, delete files, change settings, etc.
  • Game progression – the player’s current score, money, or level (as in stage or as in experience points). This might also include the character’s current task or quest.
  • Mini-map – a small map of the area that can act like a radar, showing the terrain, allies and/or enemies, locations like safe houses and shops, streets, etc. (See mini-map for more information.)
  • Speedometer – used in most games which feature drivable vehicles. Usually shown only when driving one of these.
  • Context-sensitive information – shown only as it becomes important, such as tutorial messages, special one-off abilities, and speech subtitles.
  • Reticle / cursor / crosshair – an indication of where the character is aiming or where the mouse pointer is. Pressing a key while pointing at an object or character with the cursor can issue actions like shooting, talking, picking up objects, manipulating switches, using computers, etc.
  • Stealthometer – displays the awareness level of enemies to the player’s presence (used in stealth games and some first person shooters).
  • Compass / Quest Arrow – sometimes found in RPGs and First Person Shooters, they help guide the player toward his or her objective. Sometimes the compass itself might not be a real compass, rather one that points toward the next location or goal.
    — Taken from Wikipedia: http://en.wikipedia.org/wiki/HUD_%28video_gaming%29

    Games to make a HUD with:

  • Need For Speed
  • Fable: The Lost Chapters
  • Dante’s Inferno

The black boxes for putting Fable: The Lost Chapters on an iPad.

Case Study #2

Game Title: Fable: The Lost Chapters

Publisher: Microsoft Game Studios, Feral Interactive

Developer: Lionhead Studios, Big Blue Box, Robosoft Technologies (mac)

Genre: Action Role-Playing Game, Sandbox, Adventure

Platform(s): Xbox, Xbox 360, Windows, Mac OS X, Steam

Game Modes: Opening, Action, Cinematic, Management

- Opening: A cinematic trailer and the beginning menus (Start, Continue, Options, etc).

- Action: Main game mode for Fable in which you can attack, move, steal, and approach others.

- Cinematic: Cut scenes and interacting with others as well as progress the game.

- Management: Menus – Here you can change clothing, weapons, look at the items you have, save your file, and look at the map.

Game Systems: Combat, Movement

- Combat:

—–—–Melee: Swords, Hammers, Axes:  You can buy, steal, or find weapons that are stronger and do more damage; there are a large range of melee weapons available for use.

——––Ranged: Bow and Arrows:  You can buy, steal, or find weapons that are stronger and do more damage; there are only a few bows to collect.

——––Magic: Magic: You need magic energy to increase the magic spells you can buy and to use it; there are a variety of evil and good spells.

- Movement: Walking and running are the only movement you get to control.

 Cut scene Combat

 Skill menu

Case Study #1

•Game Title: Pokemon: Black Version

•Publisher: Nintendo, The Pokemon Company

•Developer: Game Freak

•Game System: Nintendo DS

•Manual Interface Peripheral(s):  

•Question 1:  The manual interface for the game works very well as the buttons are close together and there aren’t too many of them to try and remember. After pressing most of the buttons, the rest of the interface is controlled through the touch pad making it even easier to get to things. The only downside to this is the “bag” option has some small items that you have to try and touch via finger or stylus.

•Question 2:  Brent Stoughton; easier than the older versions of the games with the touch pad and single buttons for actions.

Test Post

Testing.

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