您正在浏览:主页 > 游戏新闻 > 开发者谈如何利用UI表现剧情、传递情感塑造个性
作者:雷霆之怒公益服 来源:http://www.edmi.com.cn 时间:2019-10-09 02:38
The music creation program in it was fairly silly too. UI reinforced the goofiness throughout. It was playful and cartoon-like with lots of color. You should look into it! It’s worth deconstructing. So that was a lot of ground to cover, but both the UI AND the tool design of the Electric Zine Maker go hand in hand. Some of the tools in the Zine Maker are completely virtual. They don’t exist in the real world, or in other art programs. They are something you explore and discover uses for. 我一直以来都非常依赖UI传达游戏的信息,或者在它的基础上加以渲染。对我来说,UI和对话、音乐、游戏设计一样重要。设计得当,它就有助于强化游戏的主题,甚至以一种其它部分无法做到的方式来进一步深化游戏。 For example, both OSX and Windows have a strong polished commercial presence, and the space is strongly controlled by them, rather than the user. Mobile (OSX and Android) is a completely lost cause when it comes to user freedom — though that’s more of a conversation for another time. 对于那些只想做些傻兮兮东西的人来说,这种环境令人生畏。很多人不想在挥洒画笔时被提醒“这必须是个好作品”,这是一个利用UI和设计决策进行创造的空间。 Like, examine what it’s like to interact with a computer. When you use your desktop, different windows open, different things happen in each, they are mostly unrelated isolated activities and tangents in each, you close them, go off on other tangents, and open new windows. (source:gamasutra.com ) Glass Stamps能够扭曲效果。你可以尝试把大小值到500,选择“draw” ,把鼠标移到作品上你就能看到扭曲的即时效果,得到满意的效果时按下鼠标就行了,非常有趣。 Kai’s Power Goo就是一个极好的例子,它的界面设计非常棒。像这样的设计如果不是在电脑环境中就完全没有意义了。这些工具都很古怪,几乎没有任何实际用处,但开发者找到了一个可以大展拳脚的地方。那个Goo功能应该是大家最为熟知的了,简而言之就是把图片扭曲,跟现在Photoshop的液化效果有些相似。想象一下,把一张照片当作粘土来使用,扭曲拉扯,这种效果就是Goo。Kai’s Power Goo值得研究的地方不仅仅是UI,还有工具的设计。 UI is a functional stage that we easily understand. This can be intimidating to people that just want to make something goofy. A large amount of people want to make art without being reminded that it has to be “Good Art,” so this is a space to create with UI and design decisions. For example, The Incredible Toon Machine is something I feel like REALLY needs to be talked about more. Desktops have been traditionally called “Home”. It’s still part of the naming convention. I think this is a relic from a time where people still aspired to make it a personal space that you lived in. We’re seeing this slowly being lost with the way newer design models are pushing corporate branding over these spaces. 在开发Electric Zine Maker(一款杂志制作软件)的过程中,我一直想找个机会来好好谈谈UI,向大家解释为什么要把UI设计当作是创造虚拟世界的一部分,而不是单纯的界面设计工作。 A cute example in terms of UI being a breakable environment, with physics and gravity, is the Electric Zine Maker website. In many pages the UI has physics and reacts to gravity. You can throw it around, or break it entirely. (there are good screenshots of it on the myabandonware site) 用“真实环境”替代普通的用户界面,这样的例子不止一个。再比如3DNA、Microsoft Encarta的Mind Maze,早期的寓教于乐软件经常这么干。试图改进某些东西与多此一举之间的界线是一个灰色地带,审视这些失败案例、理解其中的原因是非常有意义的。你可以去toastytech.com看看,那里有非常丰富的档案记录。 在Everything is going to be OK中,我通过这种方式增加了一种身处炽热之梦、失控的感觉,并且游戏充满了猎奇的幽默元素。 Another one I think that’s important to look into is Mario Paint. I’m typically not one to strongly praise Nintendo since I feel like their games dominate too much of the design discussion. Overall, console games are given too much analysis in my opinion, but Mario Paint was a weird one that I feel like deserves analysis for how bizarre it was. Using UI as a character is very effective and I did this a couple of times. Anatomically Incorrect Dinosaurs is an actual character (with personality design), and ARMAGAD (the desktop version of Tetrageddon) is one too. Mario Paint有个印章工具,你可以自定义印章图案。大部分艺术设计软件都有这个功能,Dabbler 2(一款面向儿童的电脑绘画软件)也是。早年的艺术设计软件有点像是让人们“发明”工具,而不是试图完全模仿现实,这很有意思。你可以完全不管那面让你懵逼的工具墙,直到你真正开始用它们创作,这些功能才是有存在意义的。 从对待用户的角度来看,可以说这是一种近乎剥削性的语言,我认为这就是为什么我们喜欢回顾那个更简单的时代,那时我们有更多的自由,可以“生活”在一个虚拟的空间里,而不被榨取。有缺陷的UI能给你带来舒适,因为它告诉你,这是一个人做的,你不是在一个“高标准的环境”中。 Nathalie Lawhead is an award-winning artist and independent game developer. 在这些仿现实艺术工具(比如粉笔、铅笔、水彩、纹理)出现之前,开发者设计了一些只能在数字环境中使用的工具。 Art tools today are very polished, very productive environments. A lot of work goes into streamlining the process of whatever art it’s intended to specialize in. If you enter Photoshop, you are IN an art tool that’s meant to make money, and make professional art in. I think when you’re in these spaces there’s always a feeling that you have to be “good at it” and make something notable. There’s the looming feeling of productivity always hovering. Don’t dare draw a stick figure. It’s not meant for that! If you understand it enough you can subvert it (as much as I hate using that word, that’s pretty much what happens here). Sneak in little details that go against what people expect. If it’s done right, and to just the right degree, it can make the environment you’re building feel very much like a fever dream. The Electric Zine Maker is a zine creating tool meant to make Zine Making as non-intimidating and approachable as possible. It’s low stakes right off the bat. Because it looks so silly, and goofy, it’s not going to judge you for drawing a dick in it. It’s not going to judge you for drawing stick figures. It’s ok to not be good at something, and even just do dumb shit. 游戏中所有这些元素的组合产生了非常惊喜的效果。当你开始着手UI工作时,设定一个具体的目标是很重要的(我在本文所提到的项目都有)。问问你自己你希望UI传达关于你的游戏的什么内容,并围绕这一主题展开。不要让UI脱离游戏,要让它真正成为游戏的一部分,甚至让人们摸不清到底哪里才是UI。
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