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#121
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I'm sure that the colors, bevels, and number centering will all be improved when the team has the time. I assume the 47 is the character level, which isn't entirely necessary and can probably be removed imo. Quote:
![]() *Edit: Sorry bout the wall of text, I didn't realize I was rambling that long
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Played Recently: Borderlands 2, Castlevania:Aria of Sorrow, Madden 11 |
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#122
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Looks great, but if I can add a few tips as a designer, with all due respect, it's a tad too grungy and some of the colors don't add up. The health and energy bars, for example. The highlights (white reflection on the top of the health bar itself to make it look like it's a glass bar) on them are grey.
Try to either make the highlights brighter or even red, because when they're grey they kinda' screw around with the colors inside the bars and it makes it look low quality. If it's not a bother or anything, if you want to make it look better, make the grungy dirt on the entirety of the HUD be made up out of smaller particles. It connects better to 3D graphics, and makes the whole experience look more high-res. The text on the energy bar is better as white than yellow. Don't make it yellow. yellow + green makes it feel like my character runs on slime instead of energy. and the font could be a tad rounded to fit the round edges of the HUD. Now while the HUD looks great for a start right now, you could also move a little away from Diablo's original HUD and separate it into two halves on the opposing ends of the screen, or even 3 like it was in Titan Quest. You could even go creative with it like most new games that have been coming out, but I don't recommend that. The less HUD you have on your screen, the more immersed you get. My two cents ![]() Quote:
Last edited by PsychoGenetiX; 07-04-2012 at 06:46 AM. |
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#123
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1. The focus is lost. In TQ, you had to look up for health management and down for health pots and skill cooldowns. That's just not very handy. The biggest disadvantage, imho. 2. With highscreen resolutions, the distance between the HUD elements could become too big; this was apparantly the case in TQ. Now, not everyone plays in ultra HD, but it might cause some problems in the future when native resolution goes up. Lowres vs highres. 3. As you said, the less HUD, the more immersed you get. Having pieces of HUD everywhere kinda counters the immersion. Last edited by yerkyerk; 07-04-2012 at 08:03 AM. Reason: cleaning it up a little |
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#124
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Splitting is a bad idea .
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#125
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Hi, I have seen several different suggestions for movements of several features of the HUD, so when there is time, would it be possible to seperate the different elements into their own modules? such as health and resource bar, the minimap, etc. If there is time for this, each player could rearrange the HUD to their own prefferance, rather than everyone accepting the general opinion of which way is best.
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#126
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Well, it has been asked before;
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#127
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Ah, I see. Well personally, I like the HUD as it is. The only changes I would make would be to remove what I assume is the level box with the 47 in it, and put that in an area within the character portrait as to lengthen the health and resource bars, and also move the HUD along to the left slightly, and put the minimap next to it, rather than popping out like it currently is.
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#128
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I also think that the life/mana bars should be down in the main hud. It's good. Instead for the map I think a lot different.
Even on TQ I don't use the little map in the right-top. Infacts, I think that a translucent map that overlaps the center of the screen while players press the [TAB] key may be enough. |
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#129
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Meh,
I'd like to see a simpler HUD design. Perhaps even being able to hide the HUD would be nice. Im pretty sure I will be able to hot key everything or macro what I need. That being said the health / energy bars are a little thick for my taste. The rusty look needs to be toned down and refined so its not so low rez and nausea inducing. Some colors and textures in games make me feel nauseous. I would almost cut in half the HUD size (thinner) and push the health and energy bars off to the left/right of the HUD. I know that's too Diabloesque/PoE, but it works. I also noticed a clock in the bottom left. I would definitely make that a digital clock and put that in a transparent font up in the upper left or right of the screen. Its too small to be really useful and blends in too well with the other colors. I know its been said but the picture of the character needs to go. Perhaps a split health/energy globe in its place. The mini map is fine. |
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#130
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Can't wait to see this once they get someone to do the art :O
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| Tags |
| configurable, hud, user interface |
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