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Cross-Platform User Interface Development UI is always the first thing a player will see, and yet it's often the last thing a developer thinks about. Just like the opening credits for a movie, the UI can help to set the mood for the rest of the game, for better or worse. If a game has a UI that looks bland, or is difficult to use, how will that impact a player's first impressions of the rest of the game? From PC to Console Whether you're converting a PC game to console or developing an original console title, the PC is always going to be a major part of the production pipeline. This section will illustrate some of the major differences between consoles and computers. The Display: What You See May Not Be What You Get Content on the PC can look very different once it's on a console. It's important to understand the differences between the displays used for PCs and consoles.
The Tech Behind The "Tube" TVs use electron guns to shoot tight beams of electrons onto the screen from within a vacuum tube. The screen is coated with phosphor, which glows where it gets hit by the beam.
What Happens When TVs Behave Badly Screen Distortion The pictures below, from the beta test of Jedi Academy (Xbox), show one of the distortions that can occur on televisions.
This is what happens when you have a lot of electrons in one line of resolution and fewer in another. Electrons repel one another because of their like electrical charge. The brighter the color, the more electrons are being fired at the screen, which will mean more electrons repelling one another. The opposite is true of darker colors - fewer electrons repelling one another. Together these lines create screen-distortion.
Screen Legibility Text is such a common part of our daily lives that we rarely stop to notice just how complex it really is. Just think of how many polygons it would take to render a letter like "Q". There is a reason why you never see "Books On TV" - you would go blind trying to read that much text on a TV. Televisions were never designed for reading text on screen. A console developer must always test for legibility of the UI on a television, especially when concerning fonts.
Here are some good and bad examples for TV viewing:
Over-Scanning TVs tend to over-scan their screen area, which means the picture on the screen is a little larger than the display. How much the TV over-scans varies from TV to TV. To compensate, console manufactures (e.g. Sony, Microsoft, Nintendo) require that the edges of the screen not contain any important information. That means things like a heads up display, dialog boxes and UI elements must remain within the confines of a safe region. Sony, Microsoft, and Nintendo have different requirements, but none of them have restrictions on being too cautious. Microsoft requires that an Xbox title have a safe region that uses only the middle 85% of the screen (544x408) making it the most conservative. We have yet to find a TV that this safe region won't compensate for. (Note: The safe region is different for HDTV)
The pictures above illustrate the impact the safe region (added outline) had on Jedi Academy. Note the difference it made to the HUD.
From Mouse to Controller
With PC games, the player uses a mouse pointer to precisely select the item they want. With a console, however, the player has to use the D-pad or thumbstick to seek the item they want by cycling through the entire menu. It is therefore very important to make the UI menus as efficient as possible. Below are some guidelines to consider: Make sure that anything you put in the UI is absolutely necessary.
Avoid placing menus that require scrolling to see all its contents.
Absolutely make sure that menu navigation is fast. And when I say fast, I mean instant. Screen
transition animations are one thing, but having to wait a second between
each menu item is incredibly frustrating and totally unnecessary. ______________________________________________________ |
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