1. Game Design 2
Lecture 5: Text
http://www.comu346.com dfarrell@davidlearnsgames.com
2. Errata and News
• TV Shows worth watching (iPlayer):
• Gameswipe
• Design for Live
• There will be no classes next week
• Objectified film - Dundee - October 27th
5. Tuesday, 27th October
• 3.30 train arrives around 5pm.
• Denki @ DCA around 5.30
• Film at 6
• Last train is at 21.52, arrive at 23.15
• £20 (ish) for train + £3.20 for tickets
6. World of Goo
• http://bit.ly/worldofgootour
• Layering & Seperation
• Cursor outline and trail
• Parallax scrolling
• Blur
• Shadows
22. Kerning
• Fixed width fonts look strange
because they force equidistant spacing
between letters.
• Kerning is the process of adjusting space
between letters to soothe the eye.
23. Mixing Fonts
• Paired fonts can be effective.
• one for header
• one for main text
• Have a really GOOD reason before going
to three or more fonts
24. Colour & Contrast
• Essential in menus & HUD
• If game is dark, use light text
• If game is light, use dark text
• If cannot guarantee background, add a
border to text
• can be x pixel border or container space
25.
26.
27.
28. Animating Text
• Only animate if it adds meaning
• Nintendo style of conversation is to
animate blocks of text
• Colour change for rollovers == OK
• Colour change to make GUI shiny == bad
29.
30. Using Text
• Where possible, show don’t tell
• but where necessary tell
• Use little text
• Even in adventure games, people don’t
read
• Avoid UPPPERCASE
31. Using Text
• Sparing use of colour or emphasis can
pass on important information
• If you allow resizing of text, test extremes
to see how your design holds up (especially
true of web browser based games)
• Consider fully justifying blocks of text
39. Internationalisation
• Not all fonts are compatible
• UTF-8 fonts should work
• Much care needed if copy / pasting
• If using dynamically loaded text, often text
effects cannot be applied.