Game Development Reference
In-Depth Information
The
HUD
is the
heads-up display
. The term comes from a type of display that
was created for fighter pilots: they were able to see critical information displayed
as transparent images on the visors of their helmets or windshields so they
could access that information and also maintain visual contact with what was
in the area. This let pilots keep their heads up instead of having to look down at
controls in the cockpit.
For gamers, HUDs can appear as pop-ups in the center of the screen or off to
one side. This allows them to quickly see the information without losing sight
of what they're doing in the game. The HUD in a game can also be part of the
toolbar or any other display that is kept up during play. HUDs typically show the
health of the character, points accumulated, time elapsed or a clock, weapons
and ammunition, and so on.
Many hUds in
games are designed
to appear as part of
the game world. For
example, in a racing
game, the player
sees dials that could
be part of a car's
dashboard.
An interface can be
active or passive.
active
means the
player interacts with
it, and
passive
is
usually a hUd like
a map.
important aspects of the ui
The look and feel of the UI need to match the look and feel of the game.
The most relevant information needs to be provided to the player with as few
button presses as possible. If this interface is too complicated, it can clutter up
the playing field and cause the player frustration. Nothing is more annoying
than being involved in a big battle, or coming to the conclusion of a fast-paced
race, and not being able to find the right button to push to complete the actions.
Games can combine elements that are part of the game world (diegetic) or
not (non-diegetic), as they suit the needs of the game. The goal is to keep the UI
simple, yet match the look and feel of the world while also being functional. Don't
have buttons on the interface just because they look cool. If they don't have a
function, don't clutter real estate with them.
In the game
Apparitions: The Haunting of the Red Reef Inn,
interfaces are on
all screens during gameplay. This is typical so that players can interact with the
game, access other features such as the Options menu, or exit.
Figure 6.2 shows an interior in the game where the player—in this case, a
ghost hunter—is studying an abandoned spiral staircase. Along the bottom, the
toolbar has several buttons that can be clicked.
Figure 6.3 is also from the game
Apparitions
. A critical component of game-
play is being able to review data that the player (the ghost hunter) has captured
while investigating the hotel. This interface is a bit more complex and has many
buttons that can be pushed to capture photos, audio clips, and video; view the past
history of the hotel; and submit findings to the
Ghost Hunters
(SyFy Channel),
Jason Hawes and Grant Wilson.