古墓丽影1 tomb raider 古墓丽影2 西安匕首 tomb raider The Dagger of Xi'an 古墓丽影3 劳拉的冒险 tomb raider Adventures of Lara Croft 古墓丽影4 最后的启示 tomb raider The Last Revelation 古墓丽影5 历代记 tomb raider Chronicles 古墓丽影6 黑暗天使 tomb raider The Angel of Darkness 古墓丽影7 传奇 tomb raider Legend
Tomb Raider
古墓丽影1

The Dagger of Xi'an
古墓丽影2:西安匕首

Adventures of Lara Croft
古墓丽影3:劳拉的冒险

The Last Revelation
古墓丽影4:最后的启示

Tomb Raider: Chronicles
古墓丽影5:历代记

The Angel of Darkness
古墓丽影6:黑暗天使

Tomb Raider: Legend
古墓丽影7:传奇

古墓丽影 周年纪念 tomb raider Anniversary
古墓丽影8 地下世界 tomb raider Underworld
劳拉与光之守护着 光明守护者 Lara Croft and The Guardian Of Light
古墓丽影9 tomb raider 2013
劳拉与奥西里斯神庙 Lara Croft and the Temple of Osiris
古墓丽影:崛起 Rise of The Tomb Raider
古墓丽影:暗影 Shadow of the Tomb Raider

Tomb Raider: Anniversary
古墓丽影:十周年纪念版

Tomb Raider: Underworld
古墓丽影8:地下世界

LCGOL
劳拉与光之守护者

TOMB RAIDER
古墓丽影9

LCTOO
劳拉与奥西里斯神庙

Rise of The Tomb Raider
古墓丽影10:崛起

Shadow of the Tomb Raider
古墓丽影11:暗影

水晶动力开发日志:《古墓丽影10:崛起》幕后故事

发表时间:2015/10/30 00:00:00  来源:“ZZer”转载  作者:古墓丽影中文站  浏览次数:61727  
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[目录] [Building the Myths of Rise of the Tomb Raider] [Finding Inspiration for Rise of the Tomb Raider] [Research and Reference in Rise of the Tomb Raider] [Building from Life] [Creating Believable Hair and Fur] [Creating Believable Materials] [Creating Believable Skin and Character Material Effects] [Creating Motion and Emotion with Animation] [Bringing Lara to Life with Blendshapes] [Physically Based Rendering and Post Effects] [Building Larger Worlds with More Fidelity] [Snow Tech and Houdini Simulations] [Scoring Dynamic Combat with Procedural Music] [“I Must Not Fear”] [The Bear Chase] [Rise of the Tomb Raider for Stealth Gamers] [Rise of the Tomb Raider for Puzzle Gamers] [The Evolution of Tomb Raider Hubs] [Expedition Modes] [A Little Thing About A Little Thing]

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[Leading into the launch of Rise of the Tomb Raider, we’ll feature a variety of developer blogs that lift the curtain on the creation of Lara’s first great tomb raiding expedition.]

I wanted to take a moment to talk about something a little different today. I don’t work on cutting-edge tech, like “Living Lara,” or realistic material effects. I work on user interfaces (UI). The goal of a good UI is often to not call attention to itself. Crystal’s UI team commonly references a memorable Futurama quote, “When you do things right, people won’t be sure you’ve done anything at all.” It’s often about light touches and calling attention to the right elements at the right time.

So today, I wanted to actually talk about something that we normally don’t discuss as a feature. That something is the infocast message that you see on the main menu in lots of games, including Crystal’s. It’s the little message typically seen as a marquee or ticker across the bottom of your screen, and is usually used to inform the player about online and community content.


This scrolling style is convenient for us, because it’s out of the way – just a horizontal line across the bottom of the screen. But it’s also not very user friendly for a bunch of reasons. It’s moving, so it’s hard to read; it’s impossible to know exactly how long the message is; it requires the user to sit and wait for the text to move if they read faster than the scroll speed; or to wait for it to scroll all the way around if they read slowly, or just missed part of the message for any reason. Despite all the issues mentioned, we have typically used the same style in our games because it’s convention (the above picture is obviously from Lara Croft and the Temple of Osiris). Following convention is usually considered a good idea in UI, because users already understand how the feature works and teaching something new can be tricky. Think about the menu bar you see at the top of most computer programs you use, for instance. But we decided that we didn’t care for the scrolling infocast, and we wanted to try something different in Rise of the Tomb Raider:


(Don’t mind the text on the upper-right. That’s where your username will be. The text there is just an Xbox test string we can use to make sure we support some uncommon characters in usernames.) Now the message is easy to read because it’s not scrolling. Users can read at their own pace. There is still a timer that causes the message to update on its own, but it’s now easy to jump back (or forward) to read messages. It’s super easy to see how many different messages there are now. Plus, it aesthetically integrates into the menu nicely and doesn’t try to steal attention away from more important elements of the menu by moving around.

Hopefully we did things right, and you won’t notice we did anything at all, but it’s worth thinking about the small understated details that video games have.


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