Docs
Protocol Verified

7. Interface

Define the tangible layer between the player and the game: HUD, menus, input methods, and feedback.

PRID: gdd-en-7-interface
VERIFIED
3 min read
On this page

7. Interface

Define the tangible layer between the player and the game: HUD, menus, input methods, and feedback.

7.1 Visual System

7.1.1 HUD (Heads-Up Display)

  • Core Information: HP, Energy, Skills, Resources, Timers, etc.
  • Layout & Hierarchy: Prioritizing information near the center of vision vs. peripheral details.
  • Dynamic Feedback: Hit markers, crit indicators, healing numbers, and status changes.

7.1.2 Menus

  • Main Menu Structure: Functional grouping (Inventory, Character, Quest, Events, Shop).
  • Information Architecture: Sub-menu depth and navigation flow.
  • Status Indicators: Red dots (notifications), "NEW" tags, and time-limited markers.

7.1.3 Rendering System

  • Perspective: First-person, Third-person, Top-down, and camera principles.
  • VFX Priority: Performance budgeting for low-end vs. high-end devices.
  • Settings Impact: Aspect ratio support and adaptive UI layout.

7.1.4 Camera

  • Follow Rules: Distance, smoothing, and collision handling.
  • Special Cameras: Target lock-on, cutscene angles, and interaction transitions.
  • Motion Sickness Prevention: Field of View (FOV) settings and camera shake limits.

7.1.5 Lighting Models

  • Art Style: Realistic, Cartoon/Cel-shaded, High Contrast, etc.
  • Dynamic Lighting: Day/night cycles and real-time shadows (if applicable).
  • Interactive Lighting: Visual cues and guidance lights.

7.2 Control System

  • Input Devices: Touchscreen, Keyboard & Mouse, Gamepad, Gyroscope.
  • Mapping: Movement, Attack, Interact, Jump, Skills.
  • Advanced Mechanics: Combos, Animation Canceling, Macro restrictions.
  • Onboarding: Gesture guidance and error tolerance for new players.

7.3 Audio

  • Mixing Principles: Prioritization (Voice > BGM > SFX).
  • Contextual Layering: Combat, Town, Field, Main Menu.
  • Dynamic Mixing: Ducking rules (e.g., lowering ambient noise during key dialogue).

7.4 Music

  • Theme: Main theme and leitmotifs.
  • Contextual Scores: Regional tracks, Combat themes, Boss music, Resting tunes.
  • Event Integration: Special tracks for seasonal events or updates.

7.5 Sound Effects (SFX)

  • Interaction SFX: Click, Swipe, Confirm, Cancel.
  • Combat SFX: Attack, Hit, Skill cast, Explosion.
  • Feedback Hierarchy: Success, Failure, Warning, Reward.

7.6 Help System

  • Tutorials: Forced guidance steps vs. free-roam hints.
  • In-Game Help: Tooltips, "Long-press" info, and illustrated guides.
  • Update Education: Highlighting new features and tutorial levels for patches.

7.7 Accessibility & Localization

  • Visual Aids: Font size scaling, contrast modes, colorblind support.
  • Text Alternatives: Subtitles and logs for voice content.
  • Localization: Text expansion handling, reading direction (RTL/LTR), and cultural formatting.

7.8 Screen Storyboard Method

  • Goal: Merge UI descriptions with storyboard techniques to unify state, transition, and interaction documentation.
  • Process:
    • Define "Screen States" (Initial, Hover, Click, Animating, Loading, End).
    • Record details per "Shot": Focus, UI Components, Interaction, Feedback, Audio, Accessibility, Transition, Performance, and Analytics.
  • Recommended Fields:
    • Screen/State, Shot/Time, Camera/Focus, UI Components, Interaction/Gesture, Feedback (Visual/Audio), Accessibility/Localization, Transition/Sequence, Performance Budget, Analytics Events.
  • Templates & Guides:

7.9 UX Design Philosophy

Beyond functional UI, focus on the psychological motivation behind player interaction.

  • Curiosity-Driven Design:
    • Using unknown UI elements (e.g., silhouettes) to trigger exploration.
  • Self-Narrative:
    • Reflecting player growth in the interface (e.g., evolving main menu backgrounds, avatar frames).
  • Feedback Juiciness:
    • Ensuring every interaction provides satisfying visual, auditory, or haptic feedback.

7.10 Onboarding & Paywall Flows

  • Onboarding Flow (FTUE):
    • First Time User Experience flowchart.
    • Timing of key "Aha Moments."
  • Paywall Design:
    • Trigger Timing: Presenting offers at the moment of highest need.
    • Value Proposition: Clearly communicating "Why is this worth it?"
    • Psychology: Anchoring effects, social proof, and urgency.

Authority Distribution

Share this technical artifact