Monday, 12 November 2012
Tuesday, 6 November 2012
Evaluation Of Prototype Inventory
Feedback
Interface
Health
Wheel
The health
wheel is included so that it can display the player’s health. I didn't want to
use a health bar as I wanted to keep the interface compact.
When the
health wheel is full, the entire wheel is green, this is because green is a
cool and calm colour. I want to let the player feel relaxed when their health
is full. However when their health wheel reaches fifty percent, all the pieces
of the wheel turn orange. Orange is a neutral colour which should alert the
player that something is wrong. When the wheel reaches twenty five percent it
will turn red and glow. Because red is a colour that represents danger, the
player will become alerted and will seek out refuge so that they can figure out
how to recuperate.
Experience
Ring
Around the
health wheel is the experience ring. I included this so that the player can
view their progress. It also gives the player a sort of sub mission, something
to work towards whilst they work through to the actual goal in the game.
Experience is represented by the colour blue. Blue is a relaxing, cool and calm
colour. The colour in this doesn't change as the players experience grows; the
reason I've designed it like this is so that psychology of the ring is just
constant. It brings the player on edge when they are about to reach a new
level, and they crave it when they don't quite make it.
Equipped
Item
I decided to
use this in the feedback interface so that it would keep the user informed as
to what item is equipped at all times. I wanted to design it so that the user
didn't have an excuse if they didn't know what inventory item was equipped. It
contains information that is relative to the user.
Resource
Meter
I included
this feature so that the player has a clear and consistent view of the amount
of resources they can use. I didn't include a number system as I thought it
would distract the player from the game.
Once the
resource meter lowers to twenty five percent the meter begins to glow red. This
is to indicate to the player that they have low resources. I chose red because
humans unconsciously refer the colour red to an emergency or danger.
Map and
Compass
I included
this so that the player had a clear view of their situation, where they are and
what their goal is.
I grouped
the map and compass together in the bottom left of the feedback interface
instead of placing it around the players status wheels and bars so that the
screen didn't become over complicated. The player will be less distracted this
way.
The map is
blandly coloured (blacks, greys) ant the objective and player cursors are
displayed as red and the route (if the player decides to use this) is yellow.
Against the black and grey tones of the map, red and yellow will really stand
out in the player’s peripheral vision.
Inventory/Menu
Avatar
I included
this so that the user can see their equipped apparel and the effects that have
been implemented by them. I included this instead of just highlighting equipped
items so that it would be more pleasing to use and look at.
The player
can click on the avatar to open a window full of apparel that they have
recovered. They can equip and can also throw these items away if they wish.
When the player clicks the item, the game will automatically equip the item to
the player’s avatar. I didn't want to implement a feature where the menu asks
if the player is sure, as I thought this would be frustrating for the player,
if they wish to un-equip the item they have to just simply click it again, or
equip another piece of apparel that registers to the same body part.
The player
can also see the items they have equipped and the enhancements around the
avatar. So that the player doesn't have to question what effects are active.
Players
Status Wheels and Bars
I have kept
the inventory compact and within it, the player can view everything that can be
seen on the feedback interface. I included this so that the player could view
their status in a calm and quiet environment. This way they can grasp an
understanding on what they need to do in order to progress in the game.
Inventory
This window
will show the inventory items that the player has collected so that they can
view their progress and see what item they can use depending on their
situation.
I split the
inventory and quest window apart because the inventory would have become
cluttered and frustrating to navigate. Separating the items obtained from the
progression that the player has made seemed like the logical decision.
When the
player equips an item by accident they can immediately un-equip it by clicking
it again. The menu doesn't ask questions to prevent an error that the player
might have made because I decided that this would become too tedious.
Items
equipped will be highlighted to let the viewer understand that they have the
item equipped. The game responds with a 'click' sound when the item has been
activated.
Quest Log
The quest
log displays the 'quest' items that the player has collected, and the progress
that they have made. This is a compact system that the user can turn to when
they haven't played the game for a while. If they cannot remember what point
they were up to, they can recollect what they did last in the quest window and
figure out their next move.
I grouped
these items together for the fact that the player doesn't use 'quest' items
freely. The quest items are objects that the player can't progress in the game
without.
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