AuthorTopic: HUD Design  (Read 4425 times)

Offline Mnots

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HUD Design

on: March 30, 2016, 01:42:11 pm
I've been working on a design for my game's HUD. It's gone through a few stages so far, starting from a clunky, over-sized, grey design to its current version.

Here's what I've come up with, let me know what you think and how I could improve it!

Offline startselect

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Re: HUD Design

Reply #1 on: March 30, 2016, 02:06:33 pm
I think you can afford to increase the widths of the bars to improve the readability. Also maybe increase the intensity of the colors for the bars. Will they be hollow when depleting or will they have some background? Make sure they are readable at just a glance which is something that gets more important the faster the pace of the game is.

Offline MysteryMeat

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Re: HUD Design

Reply #2 on: March 30, 2016, 02:34:21 pm
the compass definitely needs more contrast, it's a bit hard to see.
I'm a bit colorblind, though, so I'm a bit biased against red-on-greenish-colors.
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
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Offline Mnots

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Re: HUD Design

Reply #3 on: March 30, 2016, 04:11:00 pm
I think you can afford to increase the widths of the bars to improve the readability. Also maybe increase the intensity of the colors for the bars. Will they be hollow when depleting or will they have some background? Make sure they are readable at just a glance which is something that gets more important the faster the pace of the game is.

I was thinking a white background as they deplete, like this:

but I'm not entirely sure on it. Ignore the weird coloration on the ornament. I forgot to increase my color count on the save file. haha

As for the readability, this is what they look like in terms of scale in-game:


Think that's alright for readability?



the compass definitely needs more contrast, it's a bit hard to see.
I'm a bit colorblind, though, so I'm a bit biased against red-on-greenish-colors.

It could definitely use some contrast, but I'm not too sure on how to do it. Perhaps a solid black background instead of the dithered one. (Also, it's supposed to be a clock. :P)

Offline MysteryMeat

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Re: HUD Design

Reply #4 on: March 30, 2016, 04:24:22 pm
Yeah, I'd say knock the background of it down a few shades then so it pops more. No need to get rid of the dithering i feel, just copy the layer and hit multiply.
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
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Offline Mnots

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Re: HUD Design

Reply #5 on: March 30, 2016, 06:06:26 pm
Yeah, I'd say knock the background of it down a few shades then so it pops more. No need to get rid of the dithering i feel, just copy the layer and hit multiply.

How's this?
« Last Edit: March 30, 2016, 06:09:04 pm by Mnots »

Offline MysteryMeat

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Re: HUD Design

Reply #6 on: March 30, 2016, 06:09:30 pm
yeah, that's WAY more readable.
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
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Offline rocifier

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Re: HUD Design

Reply #7 on: March 30, 2016, 07:50:34 pm
Suggestion:

Offline Mnots

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Re: HUD Design

Reply #8 on: March 30, 2016, 08:18:04 pm
Suggestion:


Great suggestion! Makes the bars a lot more readable!

Offline trough

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Re: HUD Design

Reply #9 on: April 02, 2016, 10:27:43 pm

Here's an edit I made trying to reduce banding around the clock.  I AA'd to black, assuming it would be on a dark background like in your example.  I simplified the ornament on the end, because it seems like it got corrupted somehow since your earlier post, and I thought it looked noisy, but YMMV.

The only way I could think of to make this look better on a bright background was to add a black outline.
« Last Edit: April 02, 2016, 11:11:40 pm by trough »