“Crank the Weasel”
Brian
Silva

1. Design Overview
The HUD
is comprised of several individual gauges and readouts that provide the player
with important information, such as: health, Weasel Gauge level, current inventory
item, cash, and collected parcel.
1. The HUD
has 4 Elements. Each Element has an associated doc outlining its functionality.
a. Weasel
Gauge – See WeaselGauge.doc
i.
The Weasel gauge is the meter that shows Weasels
progress towards becoming Full Tilt Weasel
b. Health
Meter – See Health.doc
i.
The Health Meter is comprised of Chicken light bulbs
that reflect Weasels current ‘well being’. Lose all your chickens, and you’re
dead.
c. Inventory
Item – See SpecialItems.doc and InventorySystem.doc
i.
The Inventory item bar shows the player what item is
queued for immediate use and what the next item is up in the queue should they
want to cycle through their items.
d. Cash
Accrued
i.
This simply shows how much Loot Weasel has acquired
during his play in the level
e.
Parcel
i.
When Weasel collects a parcel, it is instantly
transferred onto the bottom left corner of the HUD
The goal
is to give the player concise information at all times regarding his health,
cash, inventory and Weasel Gauge level.
Not knowing how much life you have left, or not knowing any of the other information at all times leads to frustration. By giving the player the ability to see their current progress on that life, they’ll play more cautiously or perhaps more chaotically dependant on things their HUD conveys.
Basic HUD

Special Item & Weapon
Display
Ø
When
Weasel possesses a weapon or special item, an icon representing the weapon or
item will be displayed in the upper right hand corner of the game screen
Ø
If
Weasel is somewhere on the playfield that makes a special item or weapon
unusable (zip-line, swimming, climbing, etc), the special item or weapon icon
will appear faded-out
Ø
The
remaining usefulness of a weapon or item is displayed next to its HUD icon
either by time remaining or number of uses left