Thursday, October 23, 2014

HW 11 

1) Describe the user interface in your game The user interface would be created to display useful information to the player in game via a HUD2) What role will the interface play in your game?It will allow the user to know how much Health / lives possibly Time Weapons and magic potions are available.3) Intuitive interfaces give a feeling of control. How easy (or hard) is your interface to master?We are designing the interface to be as intuitive and simple to master as possible. It requires little interaction with the player. A circular bar displays health and this is visually indicated by a beating heart every time a recovery item is taken.4) Will your players have a strong influence over the outcome of the game? Please describe? If not, how can you change this?The game is design to allow the player to decide among a series of choices depending on what path is taken in the maze. Some areas would lead to avoid monsters, while others to run into them directly, which at that point defines which type of player you choose to be.5) Players like to feel powerful. Do the players of your game feel powerful? How could this be improved?In the game we will include power-ups that will temporarily grant advantageous skills, such as running faster or walking through walls.6) What does the player pick up and touch? The first item the player will be able to pick up when first starting the game is a lamp to see in the dark. Items such as magical potions will amplify the player’s powers and disappear entering an inventory for later use.7) Does the interface map to actions in the world? How?When the player’s life is in danger, its heart located next to the health indicator will beat faster.8) How does your interface let the player see, hear and touch the world of the game? Could this be improved in order to make the game world more real to the player's imagination?Simply by mirroring the game character to the player's own reactions. The sounds of creatures in the maze, along with a sensitivity to nearby enemies triggering a fasting beating heart will induce the player’s own heart rate to increase. Other elements such as dark or low illuminated areas will tonally set the mood for a immerse experience that will theoretically leave the player in fear increasing the players sensitivity at every step.9) The idea interface is invisible to the player. Does your interface cater to the players desires? What are these desires?We believe that making a successful interface is a very important part of the games success and it needs to be as unified to the game style as possible. It will be on screen all the times, but with a transparency or opacity layers so the player won’t get distracted by it.10) Can your interface be used without the players thinking? Is it natural?Yes, we are designing the interface to be as simple as possible. By allowing the players to have an inventory system to store and collect items, standing in front of these log at given times, will feel as if checking for provisions in a real life camping situation.
11) Assuming you can do what you want, how would you make your interface more natural?An opaque or transparent interface, one that is there when needed. This type of interface will possibly feel much more natural, however we don't have time to implement it in our game.12) What kind of feedback does your interface present to the player? What do the players want to know? How does the interface relate to the player's goal? Will it help achieve that goal?We are planning an interface that specify when the player's current status changes, plus their health and various objects. We consider these being the main things the players will want to see.13) Is the interface feedback continuous? Why or why not? Yes, because it continuously sends info on the characters status/health and scores counter.


14) Please describe the concept of interface modes? Does your game have multiple modes? Please explain (Lens #60).

An interface of any complexity is going to require modes.modes make the player feel powerful and in control and do not confuse oroverwhelm● The modes we need in my game are based on the complexity and level of player interaction in the game. Simplifying the game complexity will add to the fun and also would make the game easier to make
● The modes in game can be combined, by making some areas easier than others, therefore easier to skill players and promising to less skilled ones.● None of the modes overlap in my game, is one giant level● When the game changes modes, the player will know because thegame will communicate it by changing to a faster pace by sound will increasing tempo.

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