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Level Up.pdf

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

Displaying icons along the bottom of<br />

the screen works well too, as long as<br />

you watch out for clipping that can<br />

occur if a player is using a monitor or<br />

TV screen that isn ’ t calibrated for your<br />

game. Assume at least 50% of your<br />

audience has a crappy television set;<br />

heck, even gamers with excellent HD<br />

LCD rear projection sets still can get<br />

clipped images on the sides of their<br />

screen. Get that information as close<br />

to the safe frame as possible (and<br />

always offer screen calibration options).<br />

If you are going to use the right, left,<br />

and bottom of the screen, be careful<br />

of the “ bracketing effect ” that<br />

happens — this will make your game<br />

screen seem smaller and<br />

claustrophobic. I ’ ve seen some RTS<br />

screens so filled with HUD elements,<br />

it felt like I was looking out of a mail<br />

slot!<br />

If you are going to have lots of icons<br />

on screen, why not consider letting<br />

the player choose which ones they<br />

want and prioritize where they should go. This way, the player can choose<br />

what they feel are the most important icons for them. Just make sure you<br />

don ’ t give them the option to obstruct the main gameplay field.<br />

Some icons open up other screens, like inventory lists. Make sure the player<br />

has a quick way to get back to the game. You may want to consider<br />

allowing the player to pause the game so he/she doesn ’ t get bushwhacked<br />

by an enemy while they are trying to find their +6 rod of killing. Of course,<br />

you could be like the designers of Dead Space and intentionally allow<br />

enemies to attack while your character is rooting around in their holographic<br />

space backpack for another air canister. According to interviews with the<br />

team, this was an intentional choice: they wanted the player to not be able<br />

to rely on the “ gamey ” mechanic of the world freezing (as happens in, say,<br />

Resident Evil) while looking for inventory items. It really conveys the sense of<br />

dread as necromorphs are bearing down on you when you realize that you<br />

just don ’ t have time for a break.<br />

When you are dealing with interface, there is one very important rule I<br />

never, ever try to break. Pencils out?

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