For the designer to strive to create a flat and smooth constant interaction for users, is the absolute law. If your game is not provided constant prodding players through a strictly linear sequence of events, then you will definitely need ways to send players information on the route of movement.
In this study an attempt is made to simplify the process, briefly describes popular methods and how they are interpreted. If hints are not placed in the game to reflect the design of the game, then the Playground can lead to confusion. Sometimes easy to forget how closely should coexist design and art.
However, we must be sure that the visual cues properly motivate, induce to think about upcoming events and trajectory. The figure below shows an excellent method of transferring color. As an example, the game Mirrors Edge developer Dice.
In the game Mirrors Edge, players have the opportunity to use the function of movement direction, which is called runner vision. Here red is used to convey to the player the information about the target location. Every red object in the game was the improvement in game design. In short, the essence of this method consisted in the fact that the player was shown on a certain object and said. “Hey, come over in this direction”, and is linearly guided him through the play scheme.
In other games, for example, on the walls and floors are color bars, or, as in this example, allocate certain objects to encourage movement of the player on the game. In most multiplayer games database commands are painted in team colors to ensure that players could get to know each other and the enemy, or even to cause a player instinct of the owner. Color tips — this is the best way to Wake intuition player.
It turns out that this distinction is the best it can be in terms of visual communication. I would like to draw attention to the fact that it is important to keep track of what we are not introducing players to the confusion, dont bring them problems with its design. It is important to remember that the difficulties that can arise when “mixing” color hints in the standard color scheme of the game because players can start very hard to rely on such hints. If they are not in key design areas of the Playground, it can cause difficulties, or Vice versa will make a design oriented inconspicuous placement.
Characters as icons are very common in our life. We grew up knowing that certain symbols represent certain objects, functions or impending circumstances. So it is quite reasonable to bring this perceived almost on instinct concept in our games. For example, the arrow in the game will tell the player “Hey, go over there”, and the skull and bones obviously will cause the players thoughts.
“Wow. Here, perhaps, it shouldnt all in a row”. This method is very easy to implement in our games, and hes pretty efficient in terms of design and development. Such interactive objects, such as exploding barrels or switches must be simultaneously marked with the symbols that will hint at their function to the player.
It is also very important to understand the perceived value of these symbols or signs. All that relates to the placement or “hints”, it is very easy to confuse the players. The response and indication within the painting surfaces are very simple ways to convey direct contact, and at the same time to convey to the player a sense of depth. It is very important to convey to the player the status.
UI should not be limited to just tick some hidden boxes. It may be better to change to some thing together with a certain event, so you can transfer players the feeling that their environment is alive and active. In the game Portal from Valve developer used the index characters that represent a state with squares associated with buttons, and located above them, these symbols change color and even transform into other characters, thus showing that the action was successful or, on the contrary, there is a need for additional action. Another good example is the molten coal in Halo.
It is a certain amount of health regeneration, and it changes its color from yellow to red, thus passing their state players. The same system is used in models of players in multiplayer. If a player was without a shield, the glow was much brighter, which in this case would immediately become visible to any other player.