Tuesday, April 10, 2012

Minecraft Interface

All screenshots are taken from the game Minecraft, created by Mojang. I assume no ownership over original images.


At all times, there is the health bar, the hunger bar, the armor bar and the experience bar.

The health bar tells the player how close he/she is to death. Feedback on damage is indicated both with reductions to the hearts displayed in the health bar as well as a sharp sound effect when the player takes damage. The only exception to this sound effect playing seems to be if the player takes explosive damage, in which case an explosion sound is clearly heard. The health bar will begin to shake when the player’s health reaches a critical level. If the player’s hunger bar is at full capacity, the player’s health will regenerate, causing it to flash as the hearts refill. The same happens if the player’s health is replenished by a potion or some other method.
The armor bar is an indication of how well armored the player is. When equipped, armor will take damage in place of the player. If armor has too much stress inflicted upon it, it will break. This, however, will not result in harming the player, though the armor bar does deplete depending on how much stress the player’s armor has taken. The kind of armor and the amount equipped also affect how much the armor bar fills.

The hunger bar is a recent addition and factors into health. This bar is made up of tiny drumstick icons that diminish over time. The bar and icons appear to flash when it depletes. Unlike the health bar, the hunger bar only seems to be dependant on time in when it depletes. It’s more difficult to notice until it empties all of the way, which causes the player to loose health. When a player looses health due to starving, the damage sound effect plays. The hunger bar does begin to move around much like the health bar when it gets low.
The experience bar is an indication of how many experience orbs the player has collected. The bar will gradually fill a green color and will empty when it gets full. When this happens, however, the numeric value above the bar will increase in number. This tells the player how many experience points they have to later spend on enchantment.
Just bellow the health, hunger and experience readouts is an inventory bar. Items equipped to the player’s hand will be hi-lighted by a white box. Items that are in stacks will have their number listed bellow, unless they’re singular in which case there will be no value shown. Mousing over an object displays a tool tip balloon with the object’s name. Tools wear out over time, so they have an indicator bar bellow their icons as to how much more stress they can take. As the tool takes more stress, not only does the smaller bar beneath it decrease in size, but the color of the bar shifts from green to a more muddy color, finally to a red. When a tool is depleted, particle effects play and a break sound effect is heard.

Player ailments or effects are shown in two places. First, they are indicated in the inventory screen with a specific icon just to the left of the screen. When moused-over, they display the name for the ailment or effect. Each ailment/effect also lists the time of effect directly below it. Second, they are indicated to the player through particle effects that will swirl in front of the player’s view and around their in game avatar.

The inventory screen is pulled up by pressing the “I” key. The player can see everything he is carrying along with a display of his avatar wearing any armor they might have equipped or carrying any tools they might have equipped. The armor slots are to the left of the character, in line with the parts of the body the armor equips to. Opposite the character portrait is a crafting window with four slots. This allows the player to craft simple items. If the combination in the window matches an actual item, an indication of the item to be crafted will appear, allowing the player to click on it to create it.





Crafting items or chests will have their own specific layout as well, but will only appear when clicked. Chests have a readout similar to the player’s inventory. The size of the chest determines the available spaces for item storage. Crafting tables have a window that has a larger crafting box than what the player has in the inventory screen, allowing the player to make more complex items. The readout is the same, with an item appearing in the craft box if the combination corresponds with a recipe. Ovens/furnaces have three boxes; one for the item to be cooked, one for the fuel and one for the result. There is a flame icon in between the item to be cooked and the fuel which will light up if both boxes are filled with a cook-able item and proper fuel respectively. The icon diminishes over time, demonstrating how much of the fuel has been used as well as how quick certain fuel burns (for example, with wood as fuel, the icon will diminish quicker than with coal as fuel). Enchanting tables have a slot to place the tool and a read-out to the right of the window indicating how many experience points an enchantment requires. The larger the number, the better the enchantment. For whatever reason, the readout does not indicate the given enchantment in a readable language, instead using decorative runes so that the player doesn’t know what enchantment they’re getting. If a tool is enchanted, it will glow and give the name of its enchantment in the tool tip when moused-over.

Each and every one of the game windows is very reminiscent of old-school video games. The font and textures are lo-res (much like the rest of the game) and also emit a primitive vibe, befitting of the mostly lo-tech and fantasy atmosphere of the game.




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