Game Development Reference
In-Depth Information
2. In this exercise, you will practice designing user interfaces for two different
gameplay modes, each of which has different indicators. Using the following
descriptions of the modes, decide how best to display the functions to the player
and sketch a small screen mock-up showing how these indicators can be positioned
on the screen. Briefly explain your design decisions.
In the primary gameplay mode, the avatar can move around in the game world and
do different things such as attacking, talking to NPCs, and so on. The mode is ava-
tar-based in the third-person perspective.
Functions/indicators:
Character's health
Character's position in the game world
Currently chosen weapon
Waypoint to the next mission
Character visibility to enemies (indicate that, if the character stands in shadows
or in darkness, he is less visible to enemies)
In the secondary gameplay mode, the player enters vehicle races that include shoot-
ing at other vehicles driven by nonplayer characters. The perspective is first person.
Functions/indicators:
Vehicle health
Vehicle speed
Primary weapon ammo left
Ty pe of secondar y weapon mounted, if present (if not present, so indicate)
Position in race
Laps remaining in race
3. In this exercise, you design the same UI, once for breadth and once for depth.
Make the broad UI no more than two levels deep at any point. Make the deep UI at
least three levels deep at one point, offering no more than three options at the top
level. Present the UIs by making flowcharts showing the different levels of interac-
tion or how you group different functions. Include all the following functions.
Briefly explain your design decisions.
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