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Game Design 2

Game Design 2. INFO111/MAS111 Week 4. The User Experience. Games present an entertainment experience to the player The User Interface is what the player sees More complex than the UI of most other programs. 2. User Interface.

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Game Design 2

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  1. Game Design 2 INFO111/MAS111 Week 4

  2. The User Experience Games present an entertainment experience to the player The User Interface is what the player sees More complex than the UI of most other programs 2

  3. User Interface In most programs there to make the user’s task as easy as possible In games It has to contribute to the entertainment Be easy to learn and use Not tell the player everything, nor give maximum control

  4. Principles Be consistent Eg, same action, same control, across gameplay modes Give good feedback Acknowledge, inform The player is in control Eg., don’t take control of the avatar Keep things simple Limit the number of steps to take an action

  5. Principles Permit easy reversal Reloading, undoing of puzzle actions Minimise Physical Stress Don’t train the player’s short term memory Group related controls/feedback/ information on the screen Provide shortcuts for the experienced

  6. What the Player Needs to Know Where am I? View/map/mini-map What am I doing right now? Show something on the screen What challenges am I facing? Include audio as well Did I succeed or fail Give feedback – visual and audio

  7. What the Player Needs to Know Do I have what I need? Ammunition/money/resources/whatever Am I danger of losing? Health/time/etc Include audio alerts Am I making progress? Give an indication if things are working What should I do next? How did I do? Rewards/scores/summary/briefing

  8. What a Player Wants to do Move Look around Interact physically with NPCs Pick up objects and put them down Manipulate objects Construct and demolish objects Give orders to units or characters

  9. What a Player Wants to do Have conversations with NPCs Customise objects, vehicles, characters Talk to other players Pause the game Set options Save the game End the game

  10. Hmm… While that all might sound obvious Make it easy Don’t forget any of it Think about what the player wants to do and how

  11. The Design Process Define the game play modes Camera perspective Interaction model Challenges and actions

  12. For Each Mode Design the screen layout Select the visual elements Define the inputs Do it one mode at a time, and make sure they are consistent

  13. Common layouts

  14. Perspective The way the game world is presented to the player Remember – certain perspectives work better with certain interaction models

  15. First-Person Perspective For avatar-based games Good for immersion No need for camera adjustment (zoom etc)

  16. Third-Person Perspective Also for avatar-based games Camera normally follows avatar at a fixed distance Reverses the advantages/disadvantages of first-person Camera control is tricky

  17. Aerial Perspectives Party based or multipresent games Let the player see a large amount of the game world Often give the player a means of scrolling around the game world (though some parts may be hidden)

  18. Isometric Perspective Developed before computers to allow display of 3D objects on 2D surfaces (ie paper) So good for computers without 3D graphics An isometric projection shows the game world from an angle such that all three dimensions can be seen at once Usually requires an elevated camera, but not as elevated as the top-down perspective

  19. Free Roaming Camera In some ways a combination of isometric, first-person, top down Player gets full camera control, they can move their viewpoint to anywhere in the world Disadvantage is that you have implement and teach camera controls Also have to consider affect on player engagement

  20. 2D Options Single-screen Side-scrolling Top-scrolling Fixed, detailed backgrounds

  21. Feedback elements Indicators Digits Needle gauge Power bar Small multiples Coloured lights Icons text

  22. Feedback Elements Mini-maps World oriented Fixed regardless of where player is Indicator may mark where player is and what is visible Character oriented Character is at the centre Can show challenges etc not visible in main view

  23. Something for you to think about The effect of input devices

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