Tuesday, 18 December 2012
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Wednesday, 12 December 2012
Friday, 16 November 2012
Wednesday, 12 September 2012
Battlefield 3 Inventory
Battlefield 3 Inventory
What type of inventory is it?
Weapon switch/pre-menu set.
How does the user interact with it?
Controls
What is controlled within it?
Weapon switching, equipment usage, grenades
How is the interface accessed?
In-game buttons. (utility belt)
Does the inventory suit the game?
Yes, because the game is fast paced and the inventory is
easy to access quickly from the use of a button.
What do you think of the inventory and why?
I like the inventory because it is easy to used and not too
detailed, weapons are easy to switch without the use of a menu or interface.
How may this influence your own design?
This could influence my design by adding quick-switch
buttons to easily change items currently in my inventory such as health weapons
and other equipment.
Resident evil 4 Inventory
Resident Evil 4
What type of Inventory is it?
Shape based.
How does the user interact with the inventory?
Wii Remote sensor.
What is controlled within it?
Items (weapons, health, etc).
How is the interface accessed by the player?
buttons.
Does the inventory suit the gameplay?
Yes because each item in the game is shaped based and more
common items such as ammo and health are smaller to carry more.
What do you think of the inventory and why?
I think the inventory can be rather annoying as it can be
really inconvenient when the inventory is full.
How would this influence your design?
It would influence me to consider the way I set my design
because the 'shape based' inventory can seem pre-historic and unreliable.
Fallout: New Vegas Inventory
Fallout: New Vegas
What kind of inventory is it?
Weight based/menu
How do users interact with it?
Controls
What is controlled within it?
Items, player attributes, quests
How is the inventory accessed by the player?
Buttons
Does the inventory suit the gameplay?
Yes
What do you think of the inventory and why?
I think the inventory is really good because it suits the
gameplay (post-apocalyptic, pre-war technology) and is really quick and simple
to use.
How might this influence your design?
I think for my inventory design I will make a much simpler
concept. Maybe only with items (no stats/quests).
Tuesday, 11 September 2012
Friday, 7 September 2012
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