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HUD redesign #73

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hogsy opened this issue Oct 6, 2022 · 0 comments
Open

HUD redesign #73

hogsy opened this issue Oct 6, 2022 · 0 comments

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@hogsy
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hogsy commented Oct 6, 2022

Blah blah blah, ticket for thoughts on how we can improve the HUD.

c.marti submitted this ages ago, which is a starting point - lots of things about it I'm not so sure of though. Would love to see more colour, but need to be concious of team colours. Plus numerical hud elements here don't have backgrounds, so there is risk of clash there.

image

Things to think about...

  • Should the Human and Alien hud designs look the same?
  • Could we use more texture assets to build up the UI (i.e. make it more detailed)
  • What fonts do we want to use?
  • Need to create icon palette we can use w/ consistent sizes and scales (currently lack this right now)

Some references...

Team Fortress 2

image

  • Stands out, maybe a little bit too much?
  • Not fantastically consistent in style (see 'CLOAK' text)
  • Elements just seem to catch the eye, but not so bad - health and ammo - important

CSGO

image

  • Really tries to keep out of sight
  • Information at the top keeps the player informed of how they're doing (we could do something similar for tracking resources and teammates)
  • Selectable weapons are on view at the side?
  • Uses a round radar instead of the rectangular one - don't have an opinion on this...

Worth adding I did try looking at some custom Team Fortress 2 HUDs too that people have created, but a good majority of them are exactly the same; move health and ammo slightly closer to the center of the screen and remove excess information. Obviously very oriented towards more regular players, not really what we're after here.

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