Game Design Lecture Notes PDF
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Uploaded by wardabushindi_2003
PSUT
Dr. Yaser Saleh
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Summary
This document provides lecture notes on game design, focusing on the user interface (UI) elements such as HUDs, icons, and various game mechanics like health bars, targeting reticules, ammo gauges, inventory, and more.
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Game Dr. Yaser Saleh Design 11 HUD and Icon Design HUD Named after the heads-up display found in modern aircraft, the HUD is the most effective way of communicating with players. The HUD refers to a visual screen overlay that communicates information to the player. HUD HUD element...
Game Dr. Yaser Saleh Design 11 HUD and Icon Design HUD Named after the heads-up display found in modern aircraft, the HUD is the most effective way of communicating with players. The HUD refers to a visual screen overlay that communicates information to the player. HUD HUD elements found on an average game screen: Health bar/lives Targeting reticule Ammunition gauge Inventory Score/experience Radar/map Context-sensitive prompt Health Bar The health bar represents how close players are to death, or at least how close they are to restarting the game or a level. Many health bars are bars “filled” with color or icons. As players take damage, they lose a percentage of the bar, or the color empties from the icon. When the bar is gone, that player dies. Or vice versa; you can have a damage bar. When this bar is full, the player dies Health Bar Just because players lose health, that doesn’t mean they can’t get it back. Damage can be indicated by blood smears or a red blur effect that “points” in the direction of the source of damage. As players take damage in the Call of Duty titles, the screen darkens, accompanied by heavy breathing and a heartbeat sound effect. Targeting Reticule A targeting reticule helps players locate and/or lock onto ranged targets. A reticule should not be too big or too small that it’s hard to see. Although you could find reticules rendered in white, this can make them hard to see on some surfaces and backgrounds. Have the reticule change color or “sharpen focus” when over a target. This gives players a clue when to fire. Ammo Gauge Whether your ammunition gauge displays bullets or a simple number, it will be one of the most watched gauges on- screen. If you have the screen space, display both clips and individual bullets If the player has to track multiple types of ammo, such as grenades or rockets, make sure that they can be brought up with a button press Inventory A staple in adventure games and RPGs, inventory allows players to track and manipulate objects collected during the game. Hotkey or drag and drop systems will help players grab items quickly. Allow players a location to see their inventory items in all their glory If you have lots of inventory items, let players sort them by type, name, rarity, and so on. Score The earliest video games had only single-digit scores, by the time the arcade boom started in the early 1980s, the high score was king. As the home market grew, high score became less important, and percentages of the game completed became more important than scores. However, with the increased popularity of online gaming leaderboards, scoring has returned to live alongside combo meters, stats, and achievements. Positive Messaging Mortal Kombat’s “Finish Him!” and “Fatality!” text and voice prompts are just as rewarding as seeing high score points flash across the screen. Whatever form these positive messages take, make sure that when it happens, it’s big and flashy. Positive Messaging Here are a few pointers to make your rewarding feel more rewarding: Use voice and sound effects to call attention any time a player gets a reward. Freeze gameplay to allow players to savor the moment of reward. You can never have too many particles, especially when celebrating an achievement or awarding a high score. Radar/Map Map screens have provided much more detail to players, from outlining the playfield to revealing secret clues. Make it easy for players to move/travel and look at the map at the same time. It’s too much of a chore to open a map, memorize the locations, and then close the map to return to the game. Modern sandbox game designers let the players add markers onto the map, which lead players right to the objective! Radar/Map Show the players’ current direction by using an arrow or some other icon. Alternatively, rotate the map to face the direction the players are facing. Add other information to your map to aid players: Distance-to-goal counter, “detection cone” of enemy guards, or even names of NPCs. Context-Sensitive Prompts A context-sensitive prompt is an icon or text that appears when players are next to an object or character with which it interacts. Use prompts to indicate whether doors, gates, and/or hatches can be opened or are locked. Use prompts to indicate what controls are required to operate mechanics such as cranks, levers, and push-able objects. Context-Sensitive Prompts It seems a bit strange, but you can use context- sensitive buttons to indicate where players can jump. Use them as quick-time event prompts (Show at specific moment and ask the player to react). Other There are a lot of things to consider regarding the “UI” of your game. One of the main things are icons, how they should look, how big or small, is my game made for mobile phones? Also, other screen! Main menu, pause menu …. Such issues are discussed and studied in HCI and UX courses.