wick

neurobiologist ± game & web dev

My only two design tools:
[1] "What is the experience we're trying to create" is the first & constant question
[2] To make something seem more like anything, put it next to the opposite (big guy/lil guy, happy thing/sad thing)


Crescent Loom
crescentloom.com/
Gaaaaaaaay 🌺
wick.itch.io/aesthetic
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in reply to @wick's post:

Monster Hunter Rise (and World, I believe, been awhile since I fired that up) calls them Damage Indicators, think that's the term I've heard elsewhere too, but can't remember where.

https://medium.com/@gfruity/what-are-your-ui-choices-834ea7d937c

It’s all part of ui, this article explains all the different, ways to provide information to the player. In this case it’s considered spatial ui. Which is non-diagetic(only for the player) but still contained in the character’s 3D space. Think Free Guy(might have the movie name wrong) when he puts on the glasses. But beyond that it’s a status condition update usually specifically for damage/health aka damage counters as was already mentioned.

oh neat! I've had lots of discussions about diagetic vs non-diagetic UI before, but hadn't solidified the distinction between plain non-diagetic and spatial UI. That's a good classification to have going forward when talking about these, thanks.