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Level Up.pdf

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

In Maximo: Ghosts to Glory, we created a variation of<br />

context prompts called “plings” : emoticons that told<br />

the player when they couldn ’ t do an action as well as<br />

when they could. Need ideas for when to use these<br />

guys? Here ’ s a short list of suggested uses for context<br />

prompts:<br />

• Doors, gates, and/or hatches.<br />

• Mechanics such as cranks, levers, and pushable<br />

objects.<br />

• NPCs: not only for talking anymore, you can use<br />

plings and emoticons to show their emotional<br />

state. Catch them in a good mood and you ’ ll get a<br />

better response/reward than if they ’ re angry,<br />

scared, or sad.<br />

• Items and weapons that can be collected by the<br />

player.<br />

• Use of vehicle or minigame. There are numerous<br />

games that allow the player to man a machine<br />

gun turret during the middle of regular gameplay.<br />

• Jump locations: The Legend of Zelda games do this.<br />

• Quick time event prompts, as seen in the God of War series: a preset<br />

sequence of events that progress if you press the right button (see the<br />

quick time event section further on in this chapter).<br />

• Combat notification: icons that show when an enemy is vulnerable to a<br />

certain type of attack.<br />

• Secret treasure items: have your icon appear when the player is close to<br />

a hidden item.<br />

In addition, there are HUD elements that are self- explanatory, like fuel<br />

gauges, speedometers, and countdown timers. Just like the others<br />

mentioned above, keeping it clear, clean, and simple is the winning formula<br />

for making a successful HUD system.<br />

The Clean Screen<br />

Ah reality. It ’ s a double - edged sword. You want your game to look like<br />

a … dare I say … cinematic experience … but you still need to<br />

communicate gameplay and controls to your player. What to do, what<br />

to do?

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