• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
hpdvs2

Ideas for a HUD (Human City Builder Darkages, hightech)

5 posts in this topic

I'm working on a 3D web based city builder, and I'm in need of a HUD.  I'm wondering if anyone can make recommendations on the look and feel of it?  

 

The nature is this.  Human's future, Earth is ruled by one corporation, that pretty much does its own thing, with one rule, no one else can have technology past a certain point (self defense).  Most of the world is nomadic, and typically no more advanced than the Dark Ages.

 

War has broken out between the corporation and dragons on other planets.  (Both have warp technologies, and are fighting over claim on habitable planets.)  The corporation is giving out technologies to other humans to help build tanks and train troops under strict control.  

 

You are starting a city under their control.  

 

Any ideas on how I might setup the HUD?

 

NOTE: This is similar to my other post: http://www.gamedev.net/topic/641308-how-do-you-design-a-hud/ - but that one is more generic to design principals.  I'm looking for ideas more specific to graphics and layout here.  The concept of each is close, but not identical.

 

Thanks.

0

Share this post


Link to post
Share on other sites

Are both sides controllable?

 

I think there are two general directions you could go, stylistically:

  • Go pure Tron:Legacy shiny sci-fi  to contrast with the low- people you'll be managing in the tech people beginning.
  • Combine the low and high-tech sides so you have a mix of high- and low-tech in the HUD styling itself.

How to set it up depends on what the gameplay focus is... but since your project is kind of several games in one, I would lean towards really minimalist decorative parts so you won't have to modify them as much. Start with dark polygons to write text over then add pretty frames as necessary.

 

Here's what I came up with for a hybrid-type HUD:

[attachment=14667:HUD.jpg]

0

Share this post


Link to post
Share on other sites
I dont think that hybrid gui works very well...

Maybe you can advance the gui with technology. At the start its all rusty, then slowly becomes a fancy scifi hologram thing.

Perhaps you can advance the guis in different order. Research building and the buildings menu becomes shinier.
1

Share this post


Link to post
Share on other sites

A HUD's graphics can make a pretty big contribution to the atmosphere of the game.  In this case I'd think it would have the colors/logo of the ruling corporation stamped all over it, maybe with a suggestion that the user is expected to be dumb.  Rounded corners on everything.  Something "helpy", like Clippy but with a condescending attitude.

2

Share this post


Link to post
Share on other sites

I dont think that hybrid gui works very well...

 

No yooouuu!! Yeah, I agree, it didn't work very well. I think a futuristic one is a better bet having tried the hybrid. I also agree with Sunandshadow, corporate branding should be everywhere, whether it's a satirically goofy character or something more sinister.

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0