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Questions tagged [user-experience]

The tag has no usage guidance.

0
votes
1answer
158 views

Player experience using a server in single player adventure to prevent cheating

I'm making a game where the user can sell items he finds during the the "single player" adventure on an online, I was looking at ways to prevent any malicious user to create rare and expensive items ...
0
votes
2answers
64 views

Diegetic UI in a game set in the past

Recently I've been putting together an in-game UI for a passion project I'm working on, but I absolutely hate the UI meta at the moment. I love Morrowind's UI, in that it is central and easy to access....
1
vote
2answers
116 views

How do I represent a 3D world-based game in a 2D Platformer/Top-Down gameview?

To imagine the question lets have the following scenario: We have Terraria (a 2D Platformer revolving around harvesting resources and building stuff). We have a large 3D sphere populated with ...
0
votes
1answer
77 views

Reduce Blur and headache during gameplay

I am implementing a browser based Javascript game here. On tougher levels when the speed of the game increases, what we observe is that the user will experience headaches and the view will start to ...
23
votes
11answers
5k views

How can I make user-friendly polar coordinate movement around a circle?

I am working on a 2D game where you land on planets with a ship and can exit the ship and walk around. These planets are very small (think ~350 pixel radius sometimes), and are seen from the side. So ...
0
votes
1answer
114 views

How should I design my score to visually accommodate large numbers?

I am creating a simple punching game that counts the total number of punches dealt. Could you suggest a way for my game to visually accommodate very large numbers (>100000). Currently my wire-frame ...
-2
votes
1answer
126 views

Interaction Design for Games [closed]

What is the difference between user interaction for games as opposed to productivity apps?
1
vote
1answer
71 views

What is the clearest way to present several numbers in a very limited space?

I'm building a mobile incremental game and as, is typical for the genre, I've got a ton of changing values to show to the user. They serve both as a way to show them their progress, but also to help ...
16
votes
6answers
5k views

Should I develop with mouse in mind if I plan on targetting more than PC?

Pretty simple question but I am not sure of the answer. Should I develop user controls that use the mouse, or ignore the mouse completely and use only button controls. An example would be: ...
0
votes
1answer
580 views

Do I have to keep all my UI elements within the safe area defined by the iPhone X?

Suppose this is my game's screen for the iPhone 8: I have 7 blue buttons, and one blue bar at the bottom which is used to display commentary text. I understand that the iPhone X has a safe area. In ...
3
votes
4answers
109 views

How can I express the result of a percentage so that it is easy to understand by the user?

I'm a professional game developer who has worked on a number of large titles but went indie a few years ago. I'm about to release my 3rd game, a real-time strategy game with a few RPG elements. My ...
4
votes
3answers
248 views

How to convey that a cutscene is about to end?

I'm currently developing a 3rd person game with dynamic cutscenes (using in-game objects instead of a pre-rendered video). During some playtesting of my game I noticed that some of my playtesters ...
0
votes
6answers
209 views

C/C++ Flexible yet fast way of linking UI elements to functions

I am currently working on the UI functionality of my game, which will have very minimal GUI design, yet it needs to be functional and flexible e.g. easy to redesign. I am planning to construct all my ...
2
votes
1answer
89 views

How to handle keyboard controls in Arkanoid game

I'm making simple Arkanoid clone in Unity with both keyboard and mouse controls available. When I gave it to my colleagues to test one complain was that keyboard controls are not precise enough,. The ...
0
votes
0answers
42 views

How does Unity Inspector handle values changing during play without any thread-locks?

First of all, I'm a Java coder. Usually, when you write a game, you run it on thread different than the UI one like: ...
1
vote
0answers
81 views

Differences between storyboarding for game design vs. web design [closed]

I'm looking to UX and storyboard out a web adventure game. The goal being to have an area to show what the UI/UX would look like (mockups), and ability to add dialog/blurbs to describe the screen. I ...
36
votes
4answers
9k views

Should I use “conventional” colors to represent item rarity?

I'm making a new RPG that has loot. In fact, a majority of the game is based around loot. It's going to have colored borders to denote the rarity of the loot as it's drawn. WoW uses Grey, White, ...
1
vote
1answer
350 views

In iOS, where/how to do a back button?

Edit: To sum up my question, what is the established back gesture for iOS games (when no pause button exists)? I have a block puzzle game, square grid, and some levels fill up the whole screen with ...
5
votes
1answer
475 views

How to encourage players to not lessen their own gaming experience with mods and cheats?

In many games (often single-player computer games) there's a built-in way to alter gaming experience; either by modding (e.g. Minecraft, most games on Steam Workshop and Nexus Mods) or by some in-game ...
4
votes
2answers
835 views

Proper names and wordings for Real/Fake fullscreen video modes

I have an option in my game which allows Player to choose between video modes: Fullscreen Fake Fullscreen Real Windowed First and second corresponds to ...
0
votes
1answer
257 views

When should iOS gamecenter authentication be called?

I'm integrating GameCenter leaderboards into my iOS game. The game has a home screen with a play and "High Scores" button, the game screen itself, and a finished screen with you score, another "High ...
0
votes
2answers
77 views

Clan, guild, team, faction or group? [closed]

I don't know if this is the right question for Stackexchange because it is based on opinion, so excuse me if it's not. I'm currently developing a mobile leisure game in a cartoon style where players ...
35
votes
6answers
6k views

What should developers do when they receive conflicting feedback about their game?

I've been working my first mobile game (I have done a lot of web and PC games before). I wanted the idea to be simple but fun. The thing is, I received feedback from friends and family and I have ...
2
votes
2answers
558 views

Ways to present levels overview [closed]

I'm working on a game that will have lots of (more than 100) levels. The player has to finish a level before she can play the next one, but also can play levels again that are already finished. Now I'...
6
votes
3answers
1k views

How to limit and direct player's view in VR?

We are making a VR game where the player will look at the world through the eyes of his character who sometimes moves on his own, so the player is only observer. The character will rotate his body ...
0
votes
1answer
150 views

Visual cues in a full 3D game to help the player to identify the location of each object

I am working on adding some visual cues to the player to help identify where each objects are in 3D. In many space games, there is usually an indicate on the edge of screen that reflects the direction ...
1
vote
0answers
27 views

What should I name the keybinding menu? [closed]

Here's a pretty basic question: My game supports custom keybindings. What label should I put on the button the player clicks to get to the menu that lets him customize them? Specifically, this game ...
3
votes
1answer
114 views

Preferred option for indicating player's movement choices on a hexagonal grid on touch [closed]

I'm building a prototype turn-based game and I'm considering the best approach for user interaction with the game board. It's a hexagonal grid, where the user can select units and move to other cells ...
2
votes
1answer
105 views

How to make it clear that a game is in Beta?

I develop games on ROBLOX which is a site full of user-generated games that are typically free for other users to enjoy. Many users have studios in which they have a consistent set of playtesters, but ...
5
votes
1answer
677 views

Mobile Game - Do I need visual feedback?

I am currently on a game for windows phone 8.1 where the user can use items. If the user tries to use a item which he doesn't own a sound gets played. If now a user plays without sound or listens to ...
40
votes
9answers
9k views

Should I tell the player they have no chance of completing the level?

Suppose a player has reached a point where they have absolutely no chance of completing the current level, and must restart it and try again. Should I notify them that they will gain nothing by ...
4
votes
2answers
757 views

How to create a native windows menu / ribbon for a DirectX 11 app

I need to create menu items on top of my DX11 windowed app - similar to most windowed applications (File, Edit, etc...). How can I achieve this ? There is a hMenu ...
-1
votes
2answers
416 views

Better to send multiple small packets or one large packet?

I'm developing a network game with node.js and I have the choice between these three options: 1) Send each point individually (very user responsive) 2) Send an update every 25 points or so (decent ...
4
votes
2answers
437 views

How would you define this mechanic in narrative based games?

I'm a researching a certain game mechanic that seems very commonplace in modern narrative-based games. The mechanic is defined (by me) as a user action that the player can take while in a dialogue or ...
1
vote
1answer
49 views

Indicate key options in a keyboard-only game

I am creating a music-based app for one of the courses I teach at a high school, so it's not for sale in the app store, it's only for my students to use. I decided to make it keyboard only partially ...
4
votes
1answer
296 views

How can I show slow motion?

In my very, very simple 2D game I'm working on, I'd like there to be moments of slo-mo. What is the best method of showing the player that the game is currently in slow-motion? As in, what is the ...
2
votes
1answer
569 views

Keeping Android device awake [closed]

I currently program a game in which the user don't need to interact with the screen. Is there any way to keep the screen awake?
0
votes
1answer
81 views

Unified Aesthetics [closed]

I've been watching Extra Credits videos to learn concepts about designing video games and this one especially impacted me. It made me realize that the aesthetics of a game might have even more ...
1
vote
2answers
83 views

How do I show a small sprite being dragged by touch?

In my mobile game, users drag shapes across the screen. Think of it as a classic Lines game, where you drag a dot on the field, or a chess game where you drag and drop pieces. The problem is that the ...
3
votes
3answers
2k views

In GameMaker Studio, how can I make an auto-updater for my game?

I would like to let players update their copy of my game by clicking a button, which would: Check for updates Download the update Prompt the user to restart the game I want to do this because my ...
31
votes
6answers
6k views

Can I (safely) assume that people playing my game have a middle mouse button?

The title pretty much says it all. I am currently writing a desktop game, which will probably not be played by the casual gamer. Thus my expectation is that nearly every user will most likely ...
3
votes
4answers
2k views

Key mapping for a 2-players game

I've been struggling for a while trying to figure out the best way to map two players on a single keyboard. Let's consider something generic: Arrows Validation Cancel (optional) Some common actions ...
75
votes
4answers
23k views

How does one make games playable before they are fully downloaded?

Diablo 3 and StarCraft 2 have a nice feature: I can start playing before the full game or update has finished downloading. I guess Diablo 3 downloads mandatory files like like UI assets and some ...
2
votes
2answers
366 views

How do you determine the amount of moves/turns/lives that should be given to a player?

Let's take Candy Crush for example. The player is given 50 turns to complete a certain level. How is such number determined? Are there educated ways to reach such numbers? I also presume that these ...
8
votes
1answer
842 views

How small should touch triggers be at minimum?

Is there a known minimum physical size for reliable touch select triggers, considering only selection (no long-press or drag). From personal experience, I would guess it to be about 5x5 mm (0.2x0.2 ...
1
vote
2answers
155 views

When do you give in-game advice? [duplicate]

I'm interested in the process of automatically generating advice when a player is consistently struggling through parts of a game. Suppose I already know what advice I want to generate (e.g., "Press ...
13
votes
4answers
385 views

Player fatigue for tablets?

I'm thinking about making games for tablets. Coming from a PC/console background, I'm keenly aware of the huge differences in the user interfaces, and that I need to design it with the target platform ...
3
votes
1answer
909 views

How do you create a game overlay that makes the underlying graphics inactive?

I've created a simple game, and I drew a large rectangle in photoshop with faded edges that I want to use to overlay the game until the user presses "Begin" (on the overlay). The problem I'm currently ...
7
votes
3answers
360 views

Should an NPC shop provide a unique or shared inventory for each player?

I am working on a browser-based text game. I have implemented NPC shops where the players can buy items in exchange for coins. Currently, the inventory of the NPC shop is shared among all players. ...
10
votes
1answer
12k views

How to match font size with screen resolution?

So I'm working on a game using LibGDX, and I have a problem. To make my game fit most resolutions, I created a base asset for each aspect ratio, for example, a main menu background image, I made it ...