does anyone know if there's an industry term for these little text effect popups for like damage and stuff?
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)
does anyone know if there's an industry term for these little text effect popups for like damage and stuff?
ah that makes sense... I was hoping for a maybe more generic word that would make sense to use for status effects as well e.g. "Poisoned!"
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.
In other context where a UI element rises up to alert the user to something, it would be call a toast, which is cute. So I'd call them damage toasts!
Ah, I never thought of these as toasts but it definitely does serve the same purpose in a very similar fashion -- good call!
I've always called them "text particles" in my games but that's as kind of an outsider.