Rabbit Heart GUI – Final Version Sample Screens & Self-Appraisal

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Here are a collections of a majority of the screens seen throughout the GUI. As you can see i took on-board most of the feedback provided. Instead of updating the options menu i decided to get rid of it. As a practical element of a game, yes it’s needed, but as an interactive piece that’s only representative of a game, i didn’t see the required need. I also decided to get rid of the New Game and Continue buttons as they didn’t serve much purpose either.

Self-Appraisal

Overall i think the finish product is sufficient. Obviously with any product, you’ll always have the inclination to do better, i could’ve easily took more time into making a working inventory system, but with the other changes that needed to be made and aesthetic issues factoring alongside my patience with Adobe Flash and i decided to leave it. Other than that i’m content that it works and that the design is aesthetically pleasing to the point where i would say that i’m proud with what has been achieved.

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Rabbit Heart GUI – Version #1

Menu Screen
GUIScreen1

Mech HUD
GUIScreen2

Ululu HUD
GUIScreen3

These were the initial screens i had available before the time of feedback. I had an additional version after this that i thus lost in a corruption incident, but as they bore similar distinction and the later had little in the way of improvement, i decided to highlight this version as the ‘earliest’ incarnation that was used for testing. Top is the menu screen, bland being that it bears nothing to a menu whatsoever, initially i planned for the menu to be within the Mech and Ululu to ‘swing’ around on the chair but i didn’t see it as viable, given my skillset and or patience with Adobe Flash. The next screen is the Mech HUD and last is the Ululu HUD. The latter two are missing the in-game concept caps that i had in on the later version and have in on the newer versions.

Rabbit Heart Initial Sketch – Mech HUD

Photo 2013-04-08 11.02.18

 

Here is the initial sketch for the Mech HUD of the Rabbit Heart GUI. I initially thought that the inner workings of the HUD should reflect the outer aspect of the Mech by having the windowed elements be a combined reflective of a rabbits face. In this sketch are some other elements i thought essential to the design;

  • Health Bar – Or some reflective element that suggests or infers the state of the health of the Mech itself to allow the player to have a sense of mortality when entering it. 
  • Mech vs Ululu – Inside the Mech, Ululu is limited in her capacity for viewing being that she’s inside a mechanized rabbit and has only the viewpoint of how she can see out of it. In the open world on her own, Ululu this has more freedom and less viewing constraints that would be found otherwise.
  • Holographic Display – I felt the required need for Ululu’s face to be displayed in the form of a holographic display to allow her the ability to convey her emotive state throughout moments in gameplay.

Rabbit Heart Research

For this module, the task was simple: Create a GUI. But to create one of these, we needed a subject of interest. The chosen subject being the game currently in creation by Gareth Sleightholme and Paul Starkey, Rabbit Heart. The game is the tale of a young girl called Ululu lost in a strange world only accompanied by a semi-sentient Exo-Suit that is reminiscent of her childhood toy.

The gameplay in question has an arrary of different components yet to be allayed through its development. The task here is to postulate and create a Graphical User Interface that would best befit this creation in terms of what the user is asking for. From glance, it’s inferred that these components would be a necessity in design;

  • Main menu: The game has yet to be assigned a main menu splash screen as it is still in development. In terms of user interaction it would be fitting for the GUI to incorporate this into the product.
  • Exo-Suit HUD: A primary aspect of gameplay, Ululu takes control of the Exo-Suit and operates it. With this for immersive properties, this would then be needed to be incorporated. From inference the design would need to mirror one that would be suitable within a mechanized contraption such as the suit.
  • Ululu HUD: Moving throughout the world away from the Exo-Suit, Ululu is able to navigate the game on her own. This thus means that the player would need a heads up display (HUD) to help with navigational and other properties of the game such as a health system and inventory. The third-person perspective would give caution to the debate between diegetic and non-diegetic HUD’s because of the immersion factor, being that the HUD could be visable to the player and protagonist or just to the player. I think in an ideal world, the ability for the protagonist to also see the HUD would work best as the displays between Ululu and the Mech differ for protagonist visibility. But in terms of the style of game and the little amount of inferable technology that could be implemented onto the protagonist (See Dead Space with Isaac’s Health and Stasis bar on the back of his suit) it may be more viable to imprint it onto the display but with limitations on the amount of visable detractions to give a greater immersive experience.
    • Inventory System: I think in terms of the grand scheme of things and to better immersify the player, the inventory HUD should be confined to Ululu’s HUD but also not be detracting from gameplay.
  • Options: In any game they always allow the player to have the option of making changes to the game in certain ways, those being things such as; Changing graphical options, changing audio options, gameplay options, having the ability to save and load a game, etc.