Unreal Engine 4 Overlays
The 7 Stages of Action There are seven stages of action needed to take into account when talking about usability. Listing all seven stages Goal, Plan, Specify, Perform, Perceive, Interpret, and Compare I will explain how they relate to my health bar and my blood splash in my Unreal Engine 4 prototype. Goal The goal of my prototype was to develop a creative idea for a crazy themed FPS game. The need for a health bar and damage overlay is essential in an first person shooter, how else will the player know their health unless told by the game in some form. So I created, instead of blood, laughing that pops up on the screen the more you take damage. Furthermore creating a my version of a health bar, a craz-o-meter, which when taking more and more damage will turn bar starting in green more towards the yellow, orange, and finally to red. Plan The action of my prototype is to display how taking damage effects the player. Now since this is only a prototype there is...