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Level Up.pdf

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172 LEVEL 8 Sign Language—HUD and Icon Design<br />

Health bar<br />

1. Health bar/lives<br />

2. Targeting reticule<br />

3. Ammunition gauge<br />

4. Inventory<br />

5. Score/experience<br />

6. Radar/map<br />

7. Context- sensitive prompt.<br />

A staple of action, adventure, platform, and shooter games, the health bar<br />

represents how close the player is to death, or having to restart for some<br />

other reason. Health bars are the most flexible of the HUD elements and<br />

come in a variety of forms and imagery depending on the game:<br />

• Many health bars are bars “ fi lled ” with color (often red) or icons. As the<br />

player takes damage, they lose a percentage of the bar or the color<br />

empties from the icon. When the bar is gone, the player dies …<br />

• or vice versa, you can have a damage bar. When this bar is full, the<br />

player dies.<br />

• The health bar may represent the status of some sort of on - board<br />

defense system, as seen in the Metroid games.<br />

• Health can be represented as shields. When all of your shields are gone,<br />

the last hit destroys the player, as seen in Star Wars: X- Wing (Lucasarts,<br />

1993). Shields can also be represented as a numeric percentage.<br />

• Health can be represented as a story device. In Assassin ’ s Creed (EA,<br />

2007), the health bar represents the game ’ s narrative. Stray too far from<br />

the “ correct story ” and the narrator says “ that ’ s not the way it happened. ”<br />

Then the character is “ reset ” back to the proper point in the story.<br />

• Just because a player loses health, it doesn ’ t mean they can ’ t get it<br />

back. If Halo players find cover and wait, their health bar eventually<br />

recharges back to full. This “ wait for health ” technique is becoming<br />

increasingly popular in action games and I think it ’ s a pretty good<br />

compromise in lieu of a game over/death screen, which pulls the player<br />

out of the game.

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