How did you name your shop?
the 79 is because my favourite band was formed in 1979 š„°š„°


#interview with the vampire#iwtv#amc tvl#jacob anderson#sam reid



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How did you name your shop?
the 79 is because my favourite band was formed in 1979 š„°š„°

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch ⢠No registration required ⢠HD streaming
I love the earring on your insta page!
thank u sm!š„°they go on sale in 20 mins iām scared AHAHAH
okay so immediately i love the earrings youāve posted to your ig but i donāt have my ears pierced, will you be selling other kinds of jewellery?x
hello beautiful!! i will beš„° sneak peak necklaces are coming next week!
Task 3
To start my prototype menu system I imported all the graphics I created in photoshop to my project in unreal engine.
I created a separate folder for them to keep it organised and I used the same resolution in photoshop for UE4. I made sure my canvas size in photoshop was 1920x1080 which is what Iām working in. Iāve chosen three bright colours and stuck with them throughout all the graphics. The only other colours are the white rectangles which act as a highlight for the buttons.
During task 2 I looked atĀ āHello Kitty Roller Rescueā a game which I speak about in my history of games which was my first introduction to the playstation. It uses these white rectangles to clearly show the buttons. The splash screen and menu are very loud so it is important to highlight what the player needs to select so they know where to look.
I created a menu widget and used different canvas panels to contain the different pages of the menu.Ā
Hereās the splash screen. The prompt to press X takes the player to the next menu. Itās also informing them that X is the select button.
After pressing X the canvas panel is collapsed and the main menu opens.
Here the player can select to Start the game, exit the game or view the credits. Each of these also collapse and open a new canvas panel. (Except for start which simply closes the menu)
If the player does selectĀ āCreditsā they are brought to the credit sequence. This is simply a placeholder as Iāve not added any credits yet. The credit title however is animated to tilt side to side.
The player can exit the credits which will collapse the canvas panel and return them to the main menu.
Once the player has started the game they can pause the game by pressingĀ āPā (This is placeholder as it will later be ESC on keyboard or Start on gamepad.)
I opened up the project settings and added Pause in the action mappings. I then created a blueprint which paused the game.Ā
If the player selectsĀ āExitā it closes the pause menu and resumes the game.
On the pause menu the player can selectĀ āHELPā this opens up the Help menu which displays the character controls.
The player can view the controls then selectĀ āExitā to return to the paused screen. They can selectĀ āExitā once more to resume playing the game.
Video Showcase
Iām really happy with my prototype menu so far. I especially like how the normal appearance and hovered appearance change. It makes it clear to the player what theyāre about to select. I plan on adding a sound for when they select to make it more satisfying. Iāll need to ensure the sound isnāt shrill or annoying.
Issues that I came across whilst developing my menu system was that I had to manually place the graphics and size them. This caused some of them to look stretched. I realised I could go back into photoshop, view the PNG and get the exact size from there.Ā
This allowed me to display the graphics at the exact same resolution so they look uniform.Ā
Interactive Elements
Ā I plan on creating an environment to be displayed behind the splash screen/main menu for before the player spawns. Iāll also add interact-able in game assets to make it more fun. Itās common in games to have interact-able elements to menus.
Skyrim lets character rotate and view in game models. I think this is a great system to keep the player entertained during loading screen and also showcase your models.Ā
Bayonetta allows the player to practice combos. This is a great system for a fighting game however my project isnāt a complex fighting game so a system like this wonāt be needed.Ā
Iāll look into ideas for what interactive element Iād like to implement into my menu system.
I decided a fun idea would be to have clickable assets which react in different ways. I created a cute bird model in maya and exported and textured in UE4.
I created three different animations. Two Idle animations and oneĀ āshockedā animation for when itās clicked on.
I imported the mesh, imported the skeleton and the three animations and created a blueprint class actor. I then set the animation setting toĀ āplay animation blueprintā I then began creating my animation blueprint.
An issue I came across was all the birds were doing the idle animation in sync which looks unrealistic. I used the random sequence player to add my two idle animations/Ā This means the birds will randomly do 1 of 2 animations at different speeds.Ā
Another issue I came across was when the birds were clicked on and played theirĀ āshockā animations they lost their idle animations forever. This was fixed by making the idle animations as anĀ āIDLEā state in the animation blueprint and making use of montages.
Hereās a preview of my untextured smallscene which acts as the background for the Main Menu and Level Select. As the player uses the menu they can also play around with the birds placed around the scene.Ā
Audio
I finally got around to adding audio. I downloaded simple boop noises in WAV form and used the modulator node in UE4 to adjust the pitch and speed.
This allowed me to create two sounds one for selecting and one for going back.
Something thatās really fun that I found when using animations blueprints is you can have differentĀ āminsā andĀ āmaxā so every time the sound is played it varies in pitch/volume. This is really useful for characters footsteps as it makes them sound more realistic. For my menu I made the pitch modulation quite small to not be too jarring.
I used theĀ āPlay Sound 2Dā node as itās what youād use for sounds which donāt exist in the game world like the interface. The other node isĀ āPlay Sound at Locationā which would make use of spatialization in the 3D Space.This is useful for alerting players through audio which direction the source of the noise is.
BugTesting
Most of the issues I came across were easily fixed with some workarounds however when I had issues with figuring out where in the code it went wrong I made use of my dual monitors to watch the code and see if it stopped at any points.Ā
I also used breakpoints which freeze the project once a certain node is fired. This is great as it shows me exactly where it is in the project where nodes are firing.
Another simple way but slightly longer is adding printstrings to code which directly show text on the viewport when nodes have fired.
Updated Video
Evaluation/Feedback
Iām really pleased with my menu and the intractable birds. I learnt a lot about animations, canvas panels, cameras and player controllers. Anonymous feedback from my peers said that the seagulls was one of their favourite parts. This shows I should think about adding more ludic elements to my game. They donāt necessarily have to have any importance to the game narrative but players seem to just enjoy interaction. Feedback I received to improve the seagulls was to have some fly past during cameraĀ transitions. I think this is a great idea to make the scene more alive.
This was also the first time I used audio in UE4 and I was surprised at how simple it was. Unfortunately during my presentation and showcase of my menu, the speakers were not working so my peers couldnāt properly hear the audio. It can however be heard in the demonstration video I made.
Some feedback I received which I was really pleased with was that my āart style followed the same style throughout and suited my target audienceā Iām happy that my peers thought so because I spent a lot of time during pre production trying to keep my references a similar style and properly picture what I wanted to create.Ā
The UI for example (health bar, skill bar) was received quite well. It kept to the same style suited for a younger audience.Ā
All constructive criticism was to keep building on what I already have. To my knowledge there wasnāt anything missing that was required and the menu functions perfectly. Itās now just about going back and polishing what Iāve created. At the moment my menu system is functional and clear which Iām happy with.Ā
Iām going to keep working on my menu system as I want to eventually make the Level Selects buttons physical objects in the small scene rather then a widget on the view port. I also want to add different interact-able elements such as clicking on lights to make them flicker or clicking on billboards/posters to change colours or pictures. Iāve created materials before where the colours change, this can be done by making the colour a parameter and making a material instance.
I implemented all the minimal elements on the assignment brief which work properly. Iāve bug tested my menu and made changes when necessary such as the animation blueprint with the seagulls. I also changed the pitch slightly on the audio to make it less shrill.Ā
I enjoyed this Unit and Iāll be keeping this menu system in my current project which Iāll be using for the other units.
Task 2
Introduction
In task 2, I am asked to begin prototyping my user interfaces and post any idea generations or concepts I create. pre production is essential as I can better visualise what I want to create and draft it and then fully implement it into unreal engine. This is especially important for the industry as when you have other people working on the same project, The pre production is how you can share the vision and general idea of what youāre trying to create.
Iāll also take into consideration human factors during this process.
Hereās a simple flowchart detailing the way the menu system will direct the player into the game. It begins with a splash screen during the loading process. This gives the player a visual queue that the game is starting up. Then the main menu is opened with the following options:
Start Game > Takes the player to additional options
Options > Lets the player change game options
Exit Game > Exits the game application
Credits > Plays Credits for the game
If the player selectsĀ āStart Gameā they are then asked to either choose between starting a new play through or continuing from a previous save. Upon selecting start game the main menu will unload, the level will load and the player character will spawn.Ā
Whilst playing the game the player character can pause and find an additional window detailing the player controls. The game can also be exited from this menu. Iām planning on having the player controls in the pause menu as it can be accessed at any time. Fighting games in particular like Mortal Kombat are notorious for having long combos that you have to remember and navigating the menu to find them is annoying. I want to avoid that in my game and have the pause menu be direct access to the control list.
Whilst looking into some potential colour themes for my game I came across an artist and game dev called Michael ShillingburgĀ who has a really unique and colourful style that I love. His great visuals would be perfect for a game aimed towards children and so Iāll definitely be looking at his work for inspiration when developing visuals for my project.Ā Ā
I also found an interesting detailing the differences between photo-realistic and stylised game worlds. Iāve decided to go towards a minimalist stylised approach and this needs to be seen in my menu/hud too.Ā
āThe significant difference between realism and stylized is that with realism you are restricted to making things look ārealā while enhancing their visual language. With stylized you are free to play with the shapes and colors, exaggerate or remove details to enhance the look and feel in any direction. Doing so with realism would break the illusion of reality as it wouldnāt be viewed as what we perceive to be as ārealisticā, it would not belong in our world.ā (Aava, 2017)Ā
I created a colour pallete in photoshop by using the eyedrop tool and taking colours that I liked from art in my moodboard. There are a lot of colours however this is spread across the game environment, particle effects and UI/UX so not all of these colours will be seen all at once. Instead theyāre spread across different environments to not overwhelm the player.Ā
Game Title
Hereās my concept title graphic for my project. I also created an animated GIF to visualise how Iād have the title animate in game. A good use of this animation would be during a splash screen/loading screen. The pulsing animation gives the player visual feedback that the game has not frozen and itās just taking a moment to load the next area. I chose the name BabyBot as most games popular with younger audiences have short names because theyāre easier to search for online likeĀ āFortniteā orĀ āSplatoon!ā. The alliteration also makes the name easier to remember.Ā
To create this graphic I simply typed up the titleĀ āBaby Botā changed the leading of the font to reduce the space between the words then I went into the effect and gave it a thicker stroke. I chose pink and blue as theyāre both colours that are common on my colour palette.I like how the gradient creates purple in the middle too.Ā
I then used the timeline tool to create 5 frames of the stroke reducing and enlarging. This gives it the movement.Ā
Iāll use what I learnt in the future when creating animated features of my menu system. As I concept more of the projects assets Iāll also stick to a general aesthetic so it all blends together well.Ā
My main inspiration for the title was LittleBigPlanet and itās similar use of bold colourful fonts. I chose the name Baby Bot as itās short, uses alliteration and refers to the robot characters which use baby like proportions which are common in cute characters. (Large Head, short limbs)
HUD Draft
Iāve created a draft for my HUD for my project.Ā
Iāve drafted a health bar and ability interface so far.
Here is a gif showing my concept for the ability interface. The player character will have four abilities that theyāre able to activate with circle or triangle. They can hold L1 to activate the alternative ones. The symbol representing each ability will move forward to make it clear to the player what button activates what ability.Ā
When the abilities are on cooldown the symbol will become transparent and then pop back into full opacity when itās ready to be used again.Ā
Hereās a gif showcasing my idea for the players health bar. As itās a robot I thought itād be fun displaying the health as a battery. As the player loses health it decreases and changes from green to orange to flashing red. This uses colours to represent the players health without relying on numbers. I have chosen this because younger demographics such as children will be able to see at a glance the characters health without having to stop and read text or percentages.Ā
Splash Screen
Here is my wireframe. I took inspiration from games in my moodboard such as animal crossing. The splash screen in animal crossing is the game title with a simple (press start) button underneath. I will follow a similar format for my splashscreen.Ā
I then went into photoshop and created my finished concept from my wireframe.
Hereās the splash screen which will prompt the player to press X to continue. I might add additional information like a company name or a project build. The reason why I changedĀ āPress Startā toĀ āPress Xā is because Iām building this project with the playstation controller in mind and children will have an easier time finding the X button rather than the start button.Ā
Main Menu
Iāve drafted up my main menu with another wireframe. I plan to have three buttons which I planned before in my flowchart. Start, Exit and Credits. After creating my wireframe I then went into photoshop and used the 1920x1080 resolution as thatās whatās most common at the moment with monitors. I tried to keep withing the blue guidelines provided by Photoshop.
Itās a transparent background so it will showcase the game environment behind it. Iāve chosen a transparent background to give this menu a clear difference from the splash screen.Ā
Hereās a GIF showing how the player will scroll through the options.
I like showing the exact button itself as it leaves no room for confusion on what the player needs to press. Iāll add a sound such as a click whenever the player scrolls through different options to give an additional indicator that theyāve moved their selection. When adding sounds to a game however itās important to think about how often the player is going to be hearing that and if itās going to annoy them. Thatās why you donāt want anything set too loud or shrill.Ā
Credits Screen
Hereās a draft for the credits screen. I kept to the same structure in my wire frame except that I moved the title slightly lower and larger so it overlays over the moving credits. I did this because the slow pulsing animation on the title is pleasing to look at.
Pause Menu
Hereās the pause menu when the player presses ESC or Option/Start. It has a transparent background and two large buttons. When creating my concept in photoshop however I put a slight angle on pause to make it appear more playful.
The widget will come to the viewport and blur the gameplay behind it. This is so the character can still see whatās happening onscreen even when the game is paused. Theyāre also able to open up the help menu which will display the character controls.
Controls Menu
When the player selects help the player is taken to this menu. When creating the wire frame I went back and looked at the credits menu and kept to the same format. This is to simply keep the menu system to a similar structure as I donāt want every page being wildly different. Games in the industry usually have a set style and stick to it throughout which I what Iām aiming to do.
Hereās the controls menu to remind the player how to use their abilities. I added the transparent white walls so the black text stands out more. The rest of the screen will show the game environment behind it. The titleĀ āControlsā is also animated as you can see from this GIF.
In-Game Dialogue
Hereās a moodboard of some ways of displaying text which I think will work well with the style Iām going for. I like the vaporwave aesthetic which often appropriates styles from 1990s-2000s. Iāll keep these three in mind when designing my dialogue display.
Hereās my draft dialogue box thatās heavily inspired from pictochat but I made the name box larger and off centre similar to animal crossing. Iāll also have different colours for the different character so itās clear whoās speaking. Iām tempted to have the white background on the box slightly transparent so it doesnāt obstruct the players view of the game.
Hereās a draft dialogue box for sidekick characterĀ ā3LLAā (pronounced Ella) as she warns the player of the antagonistās return and reminds them how to dodge attacks/dangers areas.
Hereās a draft one for K!NG whoās a malfunction buggy robot who acts as the main antagonist. I wasnāt too happy with this as I felt it was a little bland. I decided to go back and use filters such as offset and wave to mess up the text. I also made duplicates and switched off parts of the RGBs to get the shadows behind the first line. I like how the white text stands out against the background. Iāll use this method to create the distorted glitch affect for K!NGās dialogue.
Iāll be having recorded voice lines playing alongside so Iām not too concerned with it being hard to read as itās kind of the point with K!NG. None of his dialogue is informative to the player anyway rather itās just ramblings of a mad robot.
Evaluation of Task 2
I enjoy pre production as it helps me organise my thoughts and ideas on the current task. It allows me time to look at games in the industry and select what I like and donāt like. I looked at games suited towards the same demographic and what I found was bright colours and simple layouts were favoured over more complex menu systems such as something youād see in a game such as Fallout or Skyrim.Ā
My biggest inspirations were LittleBigPlanet, Hello Kitty Roller Rescue and Splatoon. Animal crossing was also great when coming up for ideas for my in game dialogue.
Feedback I received from peers was that my idea generation was clear but to think more clearly on interactive elements I could add to my menu. I agree that an interactive element would make my menu system much more interesting. Interaction is also great for keeping the attention of younger audience which my game is aimed towards. In task 3, Iāll build my scene which will act as the backdrop for the menu and see what appropriate interactions I could add. Iām thinking of creating an urban scene to set the scene of the game from the get go. Appropriate interactive elements would be flickering lights or birds sitting on buildings which can be clicked on.
References
Aava, K. (2017). Realistic vs. Stylized: Technique Overview. [online] 80.lv. Available at: https://80.lv/articles/realistic-vs-stylized-technique-overview/ [Accessed 5 Oct. 2018].

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Menu Blueprints
Hereās how I made a simple menu loading system. I found this quite easy as Iāve done this before in previous units.
After creating a menu widget I create two events for the on clicked events.
This means after eventbeginplay the menu is brought to the players viewport and the mouse cursor is also brought up so they can select the buttons.
Then two branches for each level load and unload the previous level when the buttons are selected.
I have different spawn points for Level1 and Level2 so I placed this blueprint to move the player actor to the target point in the blueprints for the sublevels.
Level Streaming is so important as it allows you to only render the assets needed at that point in the game so youāre not putting too much strain on the system. You can have box triggers for example seamlessly trigger level streaming without the player even realising so they can move into the next stage with the previous stage behind them unloading.Ā
With my menu system Iāll have a similar system to this. Iām going to separate my game into levels which the player completes to unlock the next. Iāll also have it so they can go back and repeat previous levels by selecting them on the main menu.Ā
I also duplicated the ThirdPersonCharacter deleted the mesh and movement data and named itĀ āDummyā. This will act as the camera so when the player is in the main menu they canāt move about and no character spawns.Ā
Eye Flicker Test
Here I placed a cube in the thirdpersoncharacter viewport just to simply test if the system I had planned would work.
I want the character to have floating expressive pupils which change between open and blinking. I also want to add different colours and shapes for different situations. Such as red for combat, green for happy, heart shaped for love etc.Ā
I went into the blueprint and made us of the random float in range node which allows me to set an element of randomness to the animation but still being able to set a general timeframe. This will make the blinking look more natural. I tested this and thankfully it worked well enough.
Iāll build on this logic and create more complex and interesting animations with the eyes!
One issue I had was it was blinking too quickly and looked unnatural. I also couldnāt change the random float because it would increase the time the eyes were open AND closed. I instead reworked the logic to the one below.
This is much better as it lets me edit how often the eyes blink but keep the duration that the blink lasts the same. This makes the animation look a lot more natural.
Task 1
Technology
For my game Iām planning to have it compatible to be played with keyboard and mouse and also PlayStation gamepad. I want to give players the freedom to pick between a controller theyād prefer. This is to reduce the learning curve as they can learn to navigate the menu and controls with a device they might already be familiar with.
Iāve come up with the planned controls for the player character.
Controls (PlayStation Controller)
X ā Jump (Double Tap- Double Jump)
Square ā Dodge
Circle ā Ā 1st Special Ability (Holding L1 activates 3rd special ability)
Triangle ā Ā 2nd Special Ability (Holding L1 activates 4th special ability)
R1- Fire
R2- Slash
Left Analog ā Movement
Right Analog ā Camera rotation
Controls (Keyboard & Mouse)
Space- Jump (Double Tap- Double Jump)
V- Dodge
1- 1st Special Ability
2- 2nd Special Ability
3- 3rd Special Ability
4- 4th Special Ability
LMB- Slash (Main Attack)
RMB- Fire (Ranged Attack)
WASD- Movement
Mouse- Camera rotation
When creating controls for a game that can be played on keyboard and gamepad itās important to limit the quantity of controls otherwise Iāll struggle to fit them all on the gamepad compared to the keyboard which has many more buttons.
When navigating the menu, the player will be able to mouse over and click with the cursor whilst However, when playing with the gamepad the player will have to use the analogue stick to cycle through the different options on screen. This means Iāll have to reduce the clutter on the menu to save the gamepad players from spending ages cycling through different menus trying to click something. This is so keyboard players donāt have a speed advantage of being able to directly mouse over and click.
Another thing to consider when choosing between keyboard vs gamepad is the difference in aiming. Itās well known in the gaming community that the mouse is a superior aiming device compared to the controller, because of this multiplayer games which are compatible with both control systems usually keep keyboard/gamepad players separate. However, some high level players have been accused of finding workarounds and using keyboard setups on consoles. This has led to Jeff Kaplan, Game director of Overwatch to make a statement regarding their stance against this practice in a PCGamer article.
Ā The Overwatch team objects to the use of mouse and keyboard on console. We have contacted both first-party console manufacturers and expressed our concern about the use of mouse and keyboard and input conversion devices,"- "We have lobbied and will continue to lobby for first-party console manufacturers to either disallow mouse and keyboard and input conversion devices, OR openly and easily support mouse and keyboard for ALL players. (Chalk, A. 2018)
This was brought up after console players were frustrated with people using third party conversion devices to gain an unfair advantage. It also goes to show the lengths players will go to better their chances of winning even if costing them.
To get around that limitation, you have to use an input conversion device like the XIM4, which lists for $150 on Amazonāand that's without the mouse and keyboard. In other words, people are paying (quite a lot) for a significant in-game advantage. (Chalk, A. 2018)
As an aspiring game developer Iāll keep this in mind as I want to reduce any chances of players finding ways to exploit or bypass game mechanics. If players are able to perform attacks or complete stages considerably easier when using a different kind of controller, then I will feel I have failed balancing my game correctly. If I feel, thereās too much of a difference skill wise between keyboard vs gamepad in my project then Iāll have to make the decision to limit myself to one. Iāll choose gamepad in that case as I simply think itās a more satisfying feeling to slash and hack at enemies with a gamepad rather than clicking on a mouse. Aiming in my game isnāt particularly difficult as the player will simply have to aim in the general direction of the enemy as is typical in most third person action-adventure games.
Interfaces
When it comes to the interaction between the control system and the player I donāt have any plans on using any special forms such as speech recognition or touch screen. Special interfaces like speech recognition although rarely used are interesting but donāt have a place in my project as I have no planned game content that would benefit from it. I also donāt want to create features which force the player to need a microphone as thatās just an additional device that theyād have to fork out money on. Likewise touch screen although essential for most mobile games is not something I want to apply to my pc game. Simply the keyboard/mouse or gamepad will be all the player needs to interact with all aspects of the menu and user interface.
Ā Human Factors & Design Principles
Due to my demographic being aimed towards a younger audience, I need to keep the user interface as simplified as possible to ensure that the players can understand it. You can clearly see how different games have wildly different interfaces due to their different demographics and world settings.
(playm.de, 2018) Screenshot from Kingdom Hearts 3 by Square Enix Co.
Here is the still from the upcoming Kingdom Hearts 3, You can see how the interface is bright and colourful whilst not cluttering up the rest of the screen. The colours also stick to the theme of the game with the classic Monsters Inc graphic on the bottom left and the simple health/power display in the bottom right. In an interview with Tamara Knoss a UI/UX artist she briefly mentions the time and effort artist put into the interface and how that might surprise some people outside the industry.
Ā What aspect of the job would be surprising to people looking in from the outside?
āThe numerous, and lengthy discussions with large groups of people about āwhat exactly is the right shade of red for this brand?ā
(Bay, J. 2018)
Ā When designing assets and texturing I want to keep a single art style and colour scheme, so the game feels like one cohesive world. Iāll think about the colours I use and how players respond to them. Universally green is seen as good and red as a sign of danger so for example the playerās health bar turning from green to orange to red is a great way of warning them about their health percentage without text. This is good as my demographic is children which respond more to colours rather than plain text. I need to design a user interface which is friendly towards novice gamers, appeals to their shorter attention span and sticks to the style that Iām creating. Players should only really see what they need in that moment of time otherwise youāll clutter the display and overwhelm them.
For example, in my project Iāll have the controls for the basic character movement, jump and camera rotation show up as a tooltip during the beginning but fade away as the characters progresses through the area. After becoming familiar with the controls itās pointless to constantly display these tooltips as theyāre just taking up space. Iāll aim to only display whatās vital at that point in time. Numerous games have also used systems such as only displaying the health bar when the player takes damage and hiding it when the player character is out of combat or at full health. This clears up the playerās screen, so they can fully enjoy the game environment.
(GameAxis, 2018) Call of Duty WW2 by Sledgehammer Games, Raven Software, Activision
Realistic FPS shooters usually have understated muted HUDs which are practical and give the player what they need without removing them from the high detailed worlds that the developers have created. At a glance of this screenshot the user interface is barely noticeable. In the bottom right there are indicators to show the players remaining ammunition and other weapons theyāve collected. These indicators however use transparency to allow the player to see the environment through them and not take away from their immersion. On the left side a fill meter also uses transparency and sticks with the khaki colour scheme. This keeps the players attention focused on the centre of the screen, so players can aim unobstructed whilst remaining on brand with the Call of Duty aesthetic.
A feature I really like from the Persona series is the HUD using a mixture of font and symbols to clearly indicate the player the controls for each action.
(Atlus.com, 2018) Persona 5 by Atlus
Not only is it visually pleasing to look at, but it indicates what character youāre controlling, makes it clear what you need to press and remains true to the Persona graphic thatās become synonymous with the series.
Due to the player character in my project having four special abilitiesā Iāll have the icon for each ability display next to the button just like the Persona System. Iāll also have with the gamepad the icons switch between ability 1 &2 to 3 & 4 when L1 is held down. This reduces clutter and also makes it clear which button activates what ability.
The placement of the HUD and Menu system is important too. Players eyes are automatically drawn to certain parts of the screen. In western culture we usually scan from left to right (as thatās the direction we read text) so the most important features such as a mini map or health pool are usually on the left. Parts of the HUD that the player will be looking at less often are usually placed on the right such as ammunition. This is because although seeing your ammunition is useful most casual players simply fire until the character reloads automatically instead of manually doing it themselves but almost every player makes use of the mini map to help them navigate the game world and reach objectives.
I need to decide whilst designing my HUD and Menu system what I need to give priority to. Iām not using an ammo system but rather a cooldown system (where abilities have a short cooldown before they can be used again) so Iāll place them on the right-hand side of the screen, have them become transparent during the cooldown phase and pop back into full opacity when ready to be used again.
Feedback
A great way of showing players that an enemy theyāre fighting is a boss is by displaying the creatureās health bar differently to how youād usually show enemy health. An example of this is in the Dark Souls series.
(Dark Souls 3, 2016) Dark Souls 3 by FromSoftware
Boss characters are given a small cutscene and large health bar which remains for the duration of the fight. This foreshadows that the Boss will be a difficult enemy compared to the usual monsters found in the game and the player should prepare accordingly. In my project Iām not planning on displaying the enemyās health rather the players will learn how many hits destroy an enemy simply from experience. I fully intend on using this feature for the Boss however as itāll make the fight feel more epic whilst also giving the players a visual indication of their progress in the fight. If I donāt use this feature I risk the chance of players aimlessly hitting the boss not knowing if their attacks are making a dent in the large health pool. By showing their progress they can clearly see from how it depletes what attacks work, what doesnāt and stops them from getting frustrated or bored. This is also great when designing a game for a younger audience as they tend to have shorter attention spans.
Feedback whether visual, audio or physical is important as it lets the player know that their button press has gone through. Having different appearances for a regular button, highlighted button and pressed button is common in games however an audible indication like a small ding is satisfying too. I need to keep in mind though that anything the player will be pressing/navigating quite often shouldnāt be annoying. In my project the player will be dodging often to avoid hazards and attacks, so I donāt want to add a noise thatād annoy the player and drown out the music and ambience of the game. Gamepads also vibrate which is great for getting the players attention without relying on sound or visuals. This can be used for telling the player theyāre standing in a damaging area of effect or they need to quickly perform an action such as dodging.
A good way to use audible feedback is when the player opens the pause menu the game music lowers in volume or changes completely. This immediately tells the player the pause was successful and lets them navigate the menus without blaring battle music playing.
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References
Chalk, A. (2018).Ā Mouse and keyboard players are destroying controller users in Overwatch on console. [online] pcgamer. Available at: https://www.pcgamer.com/mouse-and-keyboard-players-are-destroying-controller-users-in-overwatch-on-console/ [Accessed 14 Sep. 2018].
Ā playm.de. (2018).Ā Kingdom Hearts 3 - Bild 8 | playm.de. [online] Available at: https://www.playm.de/2018/02/kingdom-hearts-3-11-388225/kingdom-hearts-3-bild-8/ [Accessed 14 Sep. 2018].
Ā W. Bay, J. (2018).Ā How to Become a Video Game UI Artist. [online] Gameindustrycareerguide.com. Available at: https://www.gameindustrycareerguide.com/how-to-become-a-video-game-ui-artist/ [Accessed 14 Sep. 2018].
Ā GameAxis. (2018).Ā Review ā Call of Duty: WWII (PS4) multiplayer could have easily been a disaster - GameAxis. [online] Available at: http://www.gameaxis.com/reviews/call-of-duty-wwii-multiplayer-nearly-a-disaster/ [Accessed 14 Sep. 2018].
Ā Atlus.com. (2018).Ā Persona 5. [online] Available at: https://atlus.com/persona5/home.html [Accessed 14 Sep. 2018].
 III, D. (2018). DARK SOULS⢠III on Steam. [online] Store.steampowered.com. Available at: https://store.steampowered.com/app/374320/DARK_SOULS_III/ [Accessed 14 Sep. 2018].
Introduction to Unit 79
In this Unit weāre looking into interfaces and how they allow the player to control the character whilst also letting them immerse and focus on the gameplay.
Itās important to think about how feedback changes how the player reacts to the control system and how quickly they are able to learn it.