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Level Up.pdf

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

Ammo gauge<br />

Inventory<br />

Whether your ammunition gauge<br />

displays bullets or a simple number,<br />

it will be one of the most watched<br />

gauges onscreen. As some games<br />

sparsely distribute ammo (Resident Evil 2, I ’ m looking at you!), placing this<br />

gauge in an easy to see location is particularly important.<br />

• If you have the screen space, display both clips and individual bullets,<br />

like in Operation Wolf (Taito, 1987).<br />

• If the player has to track multiple types of ammo, such as grenades or<br />

rockets, make sure that they can be brought up with a button press (as<br />

they are in Ratchet and Clank: Tools of Destruction).<br />

• I know this one seems like a no - brainer, but always display the ammo<br />

gauge of the weapon currently armed by the player.<br />

• Even if your player ’ s weapon has infinite shots, you can still display it to<br />

let them know what weapon is armed. (The Metal Slug games do this.)<br />

A staple in adventure and RPGs,<br />

inventory allows players to track<br />

and manipulate objects collected<br />

during the game. Keys, potions,<br />

puzzle items, and weapons are<br />

common inventory items.<br />

• Players need quick access to<br />

items like potions and spell<br />

components. Hotkey or drag -<br />

and - drop systems will help<br />

players grab items quickly.<br />

• Allow the player a location to<br />

see their inventory items in all<br />

of their glory. Tomb Raider<br />

(Eidos, 1995) shows the items in Lara ’ s backpack on a larger scale for<br />

easier inspection.<br />

• Diablo has a limited inventory where each item has a specific size.<br />

Inventory becomes a bit of a puzzle where the player has to fit as many<br />

items as possible into a limited space.

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