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Tuesday 3 June 2014

Evaluation - Task 4

For unit 79 I was tasked with making a user interface for a video game that would be able to function in a modern video game. After many weeks researching, sketching and finally creating I think that I have managed to accomplish the task relatively well.

Whilst developing an interface for the Forbidden Planet game I planned some time ago, I have learned many things, the most important of which is that GUI design is no small task.

Initially I had many new ideas for an interface that I felt were innovative, not just for myself but for the industry as I had never encountered these types of interfaces before. This may have been the case but I quickly found that my ideas were incredibly ambitious for me to undertake in the time given as they would require extensive programming knowledge which I simply do not possess. My original idea was for an interface that used a controller but with motion sensing technology such as Microsoft's Kinect which would provide an almost 3D like experience, similar to the video shown below.


Whilst creating a fully working prototype was out of the question I began to explore the idea of simply creating the illusion of motion by using 3D models and camera motion to try and simulate the 3D perspective experience.



I found that in order to get a convincing sense of depth it would be much better to use 2D layers rather than the single 2D plane as demonstrated above. The issue with this though was that it would take a great deal of time to create each image to layer up the HUD elements. An example of what I mean is shown below.


Due to the time that the process of making these layered elements would consume I decided to leave the 3D design and focus on creating something new that could be used with controllers, this is when I came up with the dual layered quick switch radial menu.

Many modern shooters utilise weapon wheels for rapid weapon selection but due to there usually only being 6 weapons in the wheel players don't have many options available to them about what to use. Some games do try to counter this issue such as Ubisoft's Watch_Dogs which allows the weapon wheel to be opened and then each weapon on the wheel can be changed by using left or right on the d-pad.



While this is one way of removing the hindrance of menus I found it really wasn't suitable for an RPG with multiple sets of equipment available such as helmets, gloves, guns etc. I decided to replace the main wheel's weapon tradition with icons for each category of gear. The radial menu would still operate similarly to all others. A button press would open the menu and the left thumb-stick would operate the selection cursor, additionally once a category is highlighted another wheel would then open. This second wheel would show the ten best items of a category and would be operated with the right thumb-stick. Items could be equipped with the right trigger as it is an easy button for players to reach and doesn't require any awkward hand stretching.

I feel as though I spent a great deal of time trying to optimise this UI feature and I would have liked to take it further but unfortunately I just don't have the time or knowledge to create a fully working version at the moment. For this part of the user interface I am very happy with the technical quality although it could ideally be properly implemented and tested in a game which would allow me to further develop it and gather feedback. I did create a finished design for the quick switch wheel but looking back at it now I think that the aesthetic quality could be refined in order to make it fit with the overall visual style of the game.

Some of the elements were only temporary as I do not have many different pieces of weapons and armour drawn out. The main issue I find with the aesthetics is that the colours differ greatly from other parts of the interface.


I typically used this holographic blue style throughout the UI but I decided to use colours for the weapon wheel in order to help differentiate the categories. Weapons on the wheel were meant to be red to indicate damage while the armour was green to indicate health. I think the idea to use these colours was good but poorly executed and next time I may use the same colour throughout and simply put a green or red trim around the edge of them, this way it reduces the amount of intrusive colour whilst maintaining a small amount for information communication.

I am quite pleased with the default in-game HUD (above) that I created due to it's aesthetics. Both the weapon panel and minimap have a clean modern look to them and although they don't necessarily do anything new I think that they fit with the themes of the game. Technically, they were quite simple to create as I just manipulated shapes and edited the already drawn landscape to give them a futuristic, almost ghostly look. These elements were inspired by ideas that have been around for years so they definitely are fit for their purpose as they provide all the necessary information such as shields, ammo etc.

Another part of the UI I think went reasonably well was the main menu. I tried to create it with the intentions of having an extremely simple menu system that would fill as little screen space as possible. Typically game menus are formatted vertically which often fills up at least a third of the screen which I felt was unnecessary and I thought that all of the screen space could be used for something else. I like the menu style in The Last of Us as the background was a 3d scene rather than a 2d image.




This inspired me to have a 3d environment for the menu background which would be animated with things such as water flowing and grass moving in the wind. There would also be music and ambient sounds on the menu to help create a more complete UI. I think that the visual style for this section is almost right but it seems slightly more grey than the rest of the colour scheme. After creating the main menu I decided to create a logo for the game so I could have a start screen appear once the game loads. I also created the logo because i feel that they are one of the most important parts of design work in the later stages of development. Although they are not necessarily UI they are often shown in game and on the game box which represents the games style so it is important to get it right.

Overall I am quite happy with my entire UI design and although there are some simple issues such as aesthetics I feel that some interesting ideas were tried out. Some ideas were not achievable to the standard I would have liked such as the 3d UI and this led to me spending too much time in some areas and not enough in others which I would definitely try to avoid in future projects. Unexpectedly I am sure that due to this task I will return to UI design and continue to experiment with different ideas and build upon existing skills.












Game specification


 The game reboot of the forbidden planet movie is a third person Sci-Fi action/RPG that will take place on an uncharted planet. The player will be able to freely explore several massive areas of the planet and will use their ship to travel between these sections. At the beginning of the game players are able to create either a male or female human character and edit various parts such as build, race etc. and there are several default male and female voices as each player's avatar can still partake in the game's cinematics without being a silent protagonist.

The game will feature third person combat with an over the shoulder view and it will focus heavily on collecting and upgrading gear. Due to this emphasis on upgrading and switching items the interface has been designed to be as informative but simple as possible, this is demonstrated by the quick-switch system which allows players to access their 10 best pieces of gear at any point without getting in the way of the action.

The game will be a strict single player only experience that only has the main campaign as a playable game mode but there is re-playability present due to the ability to start a new game+ which allows users to play through the game again with newly acquired abilities and all of their previously collected gear. There will also be four different difficulties available to players:
  • Casual
  • Normal
  • Hardcore
  • Master

The Master difficulty is only unlocked after beating the game of hardcore and will be significantly tougher than Hardcore so that it can counter player's higher level stats that they have accumulated from previous play-throughs.

Controls

At the moment the primary focus of the interface development has been on the console platforms as it is much faster to map out the functions on a 16 button controller as many can be multiple use whereas a PC keyboard has roughly 105 buttons, each of which must be individual functions which is much more complicated. There is also an issue on the PC platform where the quick switch inventory is no more efficient than the standard one which would need to be resolved in the future.

The visual style of the game will be similar to Sci-fi games such as Halo, Mass Effect and Farcry. The environments will consist of lush forests and large snowy mountain peaks but there is also the dark futuristic technology of the alien race that is sometimes seen above ground but it is mostly found in the underground tunnels and rooms of temples.





In terms of audio for the game there will be electronic mucic which will vary in pace depending on the situation. The soundtrack would be similar in style to that of the movie Tron Legacy which was created by Daft Punk. Below is an example of a song that I could imagine being a main theme for the game. 



For big dramatic set pieces in the game I would like music similar to that of Hans Zimmer's OST for Man of Steel which features powerful orchestral music. This song also has a sinnister feel to it which suits the main enemy in my game. This video is just a preview of the song be the full version can be heard here: https://www.youtube.com/watch?v=pAiNiIqr7Fw



This file is a collection of robot sounds that I found on the web which provides a rough idea for what the weapons, gunshots and explosions could sound like in the game.

The sounds can be previewed here:
http://www.samplerbanks.com/electronic-sounds-samples-and-loops/samples-and-loops-for-ambient-music-production/autobots-transformers-sound-effects-robotic-sound-design-sfx.html

I also found a collection of free Sci-Fi HUD sounds which would be perfect for the game as there is a wide variety available.








Danger HUD

This HUD is a final design that shows how the interface reacts to combat and danger. The lights around the different elements will change to red to help indicate a threat is nearby. The screen will also pulsate with a red overlay which tells players that they are hurt and should find cover for their health to regenerate. As the overlay pulsates, the controller will also vibrate in rhythm just to help indicate that the player is in danger. There will also be a sound effect of the character heavily breathing and coughing to make the injury seem more immersive for players.


Inventory

This image is a final design of the main inventory screen.


The core concept of this screen was established in task 2 but I have built upon it by adding a grid system that allows players to scroll through their inventory. The highlighted objects information is shown in the grey area next to the 3D avatar. The player's name and level are shown above the character which helps players to keep track of their progress. Players can navigate the inventory screen with either the d-pad or left thumb-stick. Items can be equipped/unequipped with the X button and they can be discarded with the Y button. Whilst in this menu the game will pause and to exit the player must press the B button.

Game Interface

This image shows the final designs for the weapon info panel as well as the 3D map.


The weapon panel was designed to be able to convey a large amount of information to players while maintaining as little screen obstruction as possible. The panel shows the currently equipped weapon in the centre, while also showing other information such as the shield charge bar at the top, the ammunition count in front of that and also the grenade count on the right side.

The 3D map is meant to be a holographic representation of the local terrain. The small circle on the map is an icon that represents the player and the N icon on the right side of the map indicates which direction is north. In game the map will rotate around the player marker so that the player feels as though the are always moving forward rather than essentially scrolling up and down a map.

Radial Menu

This is a much more developed version of my dual layer menu. The menu can be opened at any time out of cut-scenes by clicking in the right thumb-stick The inner circle shows the 9 different item categories such as primary weapon, secondary weapon, grenade, helmet etc. The weapon slots are shown as red as they determine player damage whereas the armour slots are in green as they determine the player's health.

The player uses the left thumb-stick to select one of the nine categories which will then determine what is shown on the outer ring. The outer ring is essentially a sub category for the inner ring and it will show the 10 best items in that chosen category. For example, in the image below the helmet is highlighted with the left stick which is indicated by the blue glow on that tile. Then in the outer ring 10 helmets are shown and one of them is highlighted with the right stick which again is indicated by the blue tile. The player can then equip an item by pressing the right trigger or they can choose to close the menu with the left trigger.

In order for players to access functions such as discarding and upgrading items the player must use the advanced inventory screen which also allows users to upgrade their character's abilities. The advanced menu can be accessed by pressing either the back button in game-play or by pressing Y when on the quick-select screen.

There is also an item comparison feature that is shown in the bottom left corner of the image. What this does is compare the player's currently equipped gear on the back tab while the front layer indicates the statistics of the currently highlighted gear. If a helmet is better than the one currently equipped the front layer and it's DEF (defence rating) would be green and the back layer would be red. If the currently highlighted piece of gear was in fact worse than the one equipped then the back layer would be green as that always indicates what is currently being used and the front layer would be red as that is what the player is inspecting.


Planning - Flow Charts

I created flow charts to help map out the basic functions of the UI.

Main Menu



In game UI