Posted May 12, 2018 by PlayMedusa
#UI #diegetic #meta #non-diegetic #spatial #xbox controller
We are testing some user interface (UI) ideas in this build. There's a nice article in Gamasutra about four kind of interfaces with fancy names I usually have to look up because I forget which one is which, that are related to game geometry and narrative:
Diegetic: UI that is included in the game world, like Isaac's life bar in Dead Space (his own space suit). It's part of the narrative.
Meta: It maintains the game's narrative but it's not represented in the game space, like GTA4's phone (which was an on-screen sprite)
Spatial: UI elements present in the game's 3D space that break narrative, like character outlines in Left4Dead or arrows that guide the player.
Non-diegetic: UI that is rendered outside the game world, like Mario's classic life, score and time texts. They don't maintain the narrative.
Ideally, those that keep narrative (Diegetic and Meta) and more inversive than those that break it (Spatial and Non-diegetic). We are testing two designs in this build:
You can test both by activating the Boost skill (W + F), which will heat the ship up, or by colliding repeatedly with asteroids, which now damages your ship (which also requires more feedback like sparks coming out the contact point)
But there were plenty of updates in Crossing Galaxies this week!
On the programming-side of things...
And that's it! Please download and play, and don't be shy: share your thoughts in the Community section!