1. I think overall the feedback on my design was positive. People thought it was good how i stuck with the color scheme but I did have a slightly off health bar.
2.
- Size: THe overall size of my elements was alright i think. There were no comments that certain things were too big and too small.
- Placement of Each GUI: Placement was a slight issue. I used up every corner of the screen to fit my elements in which made it a little crowded. If i did this again i would try to stick a few more things together.
- Overall Color/color scheme: my overall color was good. A lighter teal green that reflected past gundam colors. However, my health bar stood out too much because it was red and had a bevel emboss on it. I would get rid of this in a future version.
- Iconography (what does the shape/color signify?): I had some problems with the pen tool when designing the thruster controls. If i could redesign this, i would probably do this first. It did not look smooth and was rather choppy.
3. I still have difficulty with the pen tool. I cannot seem to make the edges how i desire them. I also have trouble making the part i traced out with the pen a layer so that it can be manipulated as such.


1. Radar: The radar would be similar to the radar found in previous gundam games where you are a dot on the radar and enemies are a different color. By pressing start you would get a better view of the whole radar.
2. Thruster Info: The thruster would go up and down based on how much thruster you have remaining. It would slowly recharge as you don't use it.
3. Health Bar: The health bar would obviously decrease as you take damage.
4. Ammo Remaining: The ammo readout would have the ammo you currently have on the left and the maximum ammo on the right. This would change based on weapon.
5. Weapon Info: The weapon info would simply display what current weapon you are using.


http://www.youtube.com/watch?v=P3D5ajHeQJ8
Bad company uses a simple interface to create an immersive game. Bad company is all about the effects with explosions and surround sound to make you feel like you are in the battle. In order to emphasize that even more, the interface must be kept simple. I took a screenshot from the multiplayer mode but the single player is even simpler. The multiplayer screen tells you just enough to get by. In order to find more options you have to press pause or the back button. This is good because it prevents crowding and allows you to get going with your game.
Why I like this game so much, and especially its interface, is the way it shows everyone the status of the whole game with two simple meters up on top of the screen. The status of the gold crates the defense is trying to protect is always shown in addition to the remaining reinforcements that the offense has. By doing this you can visually see when the game is close to over or when you have to fall back and defend another area. I also love the health bar. As much as i love call of duty, my one problem with it was its lack of health bar. Bad company has all the elements necessary to be a great multiplayer shooter. I highly recommend it for anyone who hasn't tried it.
Wireframe:
1. Kill updates
2. Damage on gold crates
3. Status on reinforcements for offense
4. 3D Map of level
5. Health
6. Ammunition status

Comp Assignments:
Start Screen: Matt Lee
Gameplay: Matt Lee
Options: Alex Sandoval
Level Success: Sam David
Game Over: Sam David
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Lab Assignment 02: 9/08/08
Students in this group: Matt Lee, Alex Sandoval, Sam David
Discuss and propose an entirely new game, based on the visuals and the theme of Koi Pond (ã Blimp Pilots 2008)
Proposed Title: King Koi
Genre: Leisure/Casual Gaming
Target Market: 10+
Narrative/Story: You play as a fish trying to collect enough food to get through the days, striving against both predators and competitors to eke out an existence
Game play: (make sure to define the hardware controls and its functionality within the game - touch screen, shake and tilt)
Evade predators while collecting a certain number of “food pellets” to “level up”, with alternating day and night levels. Number of pellets required to advance remains constant, but as level increases, number of pellets decreases, while number of predators increases. One has a number of ripples to drive off predators/competitors, decreasing with level.
Competitors (other koi): can eat your food pellets, can also be eaten by predators
Predator (bird): Appears as a shadow that slowly gets bigger, if it touches the fish, then game over
Predator (snapping turtle): The predator in the lake, meandering around
Options: Number of Competitors, Number of Food Pellets to advance, Starting number of pellets, Sound FX, Day/Night start
Controls: Touch-- “Ripple”, Tilt--direction and “altitude”
Graphic User Interface elements: (be specific on what they are, and where they appear on the display/screen)
Number of Food Pellets Eaten/Needed – upper left
Number of Ripples left – Upper Right
Lives Remaining: Top Center
Colors: Player Koi – red, Competitor Koi – white, Snapping turtle – dark green/brown, Bird shadow - “black”