Game Development Reference
In-Depth Information
Designing the head-up display
Although there are lots of non-realistic elements on the screen of the game (such as
various onscreen menus, texts, and graphical hints), their use can be warranted not
only by the suspension of disbelief, but also by the plot itself, especially when it is a
question of futuristic vehicles, robotic suits, or exoskeletons. Any onscreen alerts, text
messages, graphic hints, and many more can be explained via utilizing a HUD. Such
technology is a familiar cockpit element of modern aircrafts or advanced cars. Various
useful data is projected on special transparent plates so that pilots (or drivers) see
through it, perceiving both the physical space in front of them and additional digital
information. It is a form of augmented reality created by combining two types of realit-
ies. By saying that an apparatus in the game has an advanced HUD, you may stop to
question all the virtual sights, health bars, and other types of vital UI-elements; now,
they are realistic.
The AMU features the HUD as well; moreover, it is a flying vehicle; so, the virtual dis-
play is very good. At the very beginning, it teaches the player by displaying hints and
captions. It also highlights the enemies and hazard obstacles. Sometimes, it shows
different alerts telling you about the state of the Unit when it is losing energy or oxy-
gen. But the most important thing is that in critical moments, it always tries to cheer
up the player via polite commentaries such as: "The Unit is out of oxygen. You will
probably die. Sorry" or "The Unit is out of energy, but there are some enemies. I will
miss you." To attach the player to it, you should give the machine some portion of per-
sonality. So, let it talk more in a different context. In most cases, the phrases should
be full of a robot-like sincerity and directness. However, this can be considered as un-
intentional black humor and even cynicism. AI may sound rude, but there is nothing
personal; it is simply doing its job. But for the astronaut, the HUD is the only friend.
Virtual display graphics should be very laconic, featuring simple geometric shapes
without any ornamentation and minimalistic angular fonts (such as the optical char-
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