Thursday 24 October 2013

Visual Styles


Visual Styles:

World:

Terrain – 

Terrain is used as a general term in physical geography, referring to the lay of the land. This is usually expressed in terms of the elevation, slope, and orientation of terrain features. Terrain affects surface water flow and distribution. Over a large area, it can affect weather and climate patterns.

Architecture –

is both the process and product of planning, designing, and construction, usually of buildings and other physical structures. Architectural works, in the material form of buildings, are often perceived as cultural symbols and as works of art. Historical civilizations are often identified with their surviving architectural achievements.

Objects –

An object is a location in memory having a value and referenced by an identifier. An object can be a variable, function, or data structure. With the later introduction of object-oriented programming the same word, "object," refers to a particular instance of a class. In relational Database management an object can be a table or column in a relational database, or an association between data and a database entity (such as relating a person's age to a specific person).

Player Characters:

A player character or playable character (PC) is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it.

Player Actions:

Non-Playing Character (NPC’s):

A non-player character (NPC), sometimes known as a non-person character or non-playable character, in a game is any character that is not controlled by a player. In electronic games, this usually means a character controlled by the computer through artificial intelligence. In traditional tabletop role-playing games the term applies to characters controlled by the game master or referee, rather than another player.

Feedback Interface:

Visual feedback is extremely important in User Interface Design. It tells the user what’s happening, or what’s going to happen next, and without it the user is left guessing or frustrated. In reality buttons, controls and objects react to our interaction, so this is how people expect things to work

 Perspectives:

2D –

The perspective of 2D is so that the player can only see everything in that game world as if it was created from paper and to only ever see that one side of the 2D image.

3D –

A 3D perspective is a view in which the player can see a 3 dimensional model of most of the objects in the gaming world and is able to move around these objects and most of the time is able to also interact with the objects.

First-Person –

First person perspective is the view of the player through there eyes so that you can fully understand and see everything that the player in that game can see. An example of this would be call of duty, because from the outset the entire game in set in the first person perspective.

Third-Person –

Third person perspective is the perspective of the character outside of the body. This is the view of the character from behind as if you were looking over there shoulder. Games like assassins creed have this perspective because of the free-running function and the fighting style in the game.

Scrolling –

Scrolling is the view of one angle throughout the game. This angle does not usually change from the beginning of a game to the end it is a lot like 2d but instead you can only move forwards and cannot back track through the game.

Aerial –

Aerial view is the view seen from the sky or as if you were in a helicopter looking down onto yourself. An example of this would be the first grand theft auto game were you could only see everything from an above angle.

Context-Sensitive –

A context sensitive user interface is one which can automatically choose from a multiplicity of options based on the current or previous state(s) of the program operation. Context sensitivity is almost ubiquitous in current graphical user interfaces, usually in the form of context menus. Context sensitivity, when operating correctly, should be practically transparent to the user

No comments:

Post a Comment