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Published byHilary Bennett Modified over 9 years ago
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User Interfaces By Mathieu Leduc
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What is the User Interface(UI)? Knows about any input/output hardware Translates player actions into actions in the game world Presents data needed by the player in the current situation of the game world
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General Principles Be consistent Give good feedback The player is in control Limit the steps to take action Allow easy reversal of actions Minimize physical stress Don’t strain short-term memory Group up related controls Provide shortcuts for experienced players
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What the Player needs to know Where am I? What am I doing right now? What challenges am I facing? Did my action fail or succeed? What do I need to play successfully? Am I in danger of losing? Am I making progress? What should I do next? How did I do?
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Example of shortcuts
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Example of shortcuts (cont.)
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Important point Do not taunt the player!
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What the Player wants to do Move Look around Interact physically with the world Pick up/drop objects Manipulate fixed objects Construct/destroy objects Give orders to units/characters Conversation with NPC Customize vehicle/character
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What the Player wants to do (cont.) Talk to friends online Pause (even if temporary) Set up game options Save the game Exit the game
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Define gameplay modes Define primary gameplay mode (camera model, interaction model, gameplay style) Define all the modes used in the game Understand how game moves from mode to mode (flowchart)
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Designing gameplay user interface 1.Choosing the screen layout 2.Select visual elements that transfer info to the player 3.Define inputs
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Choosing the screen layout Subset of screen Overlay with the main view Find a balance between amount of space for main view and for feedback elements.
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Overlay example
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Telling the player what they need to know What critical info needs to be showed to the player? Appropriate feedback elements Optional info which can be displayed
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Letting the player do what they want to do Devise control mechanisms to allow player to interact with game Ex: Move camera, participate in story, express themselves, talk to others Map input devices to player input (Use similar games to help you map)
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Shell Menus
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Shell Menus (cont.) Allow user to change options before starting the game Can quickly get into the action with few button presses
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Simplify your game 1.Abstraction and Automation 2.Breadth vs. Depth 3.Avoid Obscurity
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Abstraction and Automation Abstraction : No fuel consumption in racing games Automation : Cars automatically shift gears
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Breadth vs. Depth Find a balance between both when creating menus Common actions are more easily reached Allow hotkey assignments
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Avoid Obscurity Main reasons menus become obscure: – Artistic overenthusiasm – Reducing UI screen usage – Developer familiarity
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Interaction Models Avatar based Multipresent (aerial) Party based Contestant Desktop
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Interaction Models (cont.)
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Camera Models – First Person Perspective Advantages: – Don’t display avatar often, save money on animations/textures – No AI for camera, all player controlled – Easier to aim weapons; Screen not blocked by avatar and no need to correct for perspective differences – May allow easier interaction with environment Disadvantages: – Can not see avatar, customization not as enjoyable – Hard to display body language and facial expressions, less immersion – No use of camera for dramatic effect – Harder to perform some manoeuvers (jumping off cliffs) – Rapid movements can create motion sickness in some players
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Camera Models - Third Person Perspective Camera Behaviours: – Can follow avatar direction, mostly used in flight simulators, can cause motion sickness – Camera slowly turns to face same direction as avatar (Super Mario 64) – Camera orients itself behind only after avatar has stopped moving, less common
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Cameral Models (cont.) Active/Passive: Allow player to orient camera themselves Intruding landscapes: – Make objects semi-transparent – Move camera up so it is behind player and wall Once the player moves, return camera to original position smoothly
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Aerial Perspective 1.Aerial 2.Top Down 3.Free Roaming 4.Context Sensitive
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Top Down Can only see top of buildings Player feels distanced from action Easy to implement using 2D graphics
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Isometric About 30 ~ 45 degrees from horizon If player can control camera, draw correct number of tiles for objects Allows player to see more of buildings and units, feels closer to action
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Free Roaming Allows user to explore world at their leisure Difficult to implement camera controls and teach them to player
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Context Sensitive Camera moves intelligently to follow action Generally used in avatar/party based games Must define every angle for every possible character position Can allow designer to create rich visual experience for player
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Other 2D Options Single screen: Whole world displayed, camera does not move Side Scrolling Top Scrolling: Jamestown Painted Backgrounds
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