HUDs are one of if not the most visible static art assets in FPS realism games, they are for the most part constantly on, and can be intuitively and realistically informative of what's going on in a game or awkward and even detrimental to that end. True Combat inaugurated one of the best HUDs in FPS Realism; unfortunately TC:E has taken a few steps backward...
There are a few design approaches that could go a long way to making the TC:E HUD less intrusive like the Original 0.45 design, more attractive, and more functional...
Equally or even more important is that excessive or heavy HUD overlay treatments, regular outlines (straight lines, boxes, and circles) will 'break' a lot of depth cues and take away from the illusion of 3D depth (see
this thread for what remains of a recitation on eye brain fusion and 3D depth cues...
Here's a screen shot pointing out some art asset warts in the current TC:E HUD; click on the small image for a larger one that enumerates the various issues discussed below:
(1) Idiot Messages: These are various help messages that tell you things like, you're spectating, following someone, are at bomb position B etc.... These should be either completely disabled, or optional via a setup menu option like the "Show Tool Tips" option, and should only be displayed momentarily...
(2) Vote Console: Take a lesson from DICE and the Battlefield games, offer an option to not display votes at all, and make the damn vote console disappear after you've voted if you want this option available. This is widely regarded as an annoying feature as currently implemented as well...
(3) Alpha Mask On Text: a big "
no no", not only is it aesthetically ugly; it breaks all the rules of good HUD design for emphasizing depth cues in-game... Do
not use alpha transparency
masking, translucent effects, or even shadow font effects on free floating '
console' text.
(4) Alpha Transparency: Use it On ALL HUD elements! That means everything, Icons, text, radar, mini-maps, text... Ideally it's nice to give the client alpha control due to game contrast differences due to display devices...
(5) Non Interactive Elements: An option for the Magic Radar and "A or B" message to be popped-up only in context sensitive contexts -- ie. have the radar display only when a bomb has been planted or dropped.
Similarly adding an element of realism to the weapon aspects of the HUD where the magazine volume indicators are only displayed when you actually make a magazine change (as this is the only time you'd actually be able to ascertain this information accurately in real life).
The stamina 'bar' could disappear if you aren't using up your stamina, the posture icon only needs to appear if you're actually changing your posture.
Consolidated & Integrated Text/Message/Status Console: The dis-integrated separate text, message, and status text consoles in ET are widely regarded as ugly, awkward, ugly, obtrusive, distracting, ugly, obscuring, ugly, difficult to use, and did I mention ugly.
An single, integrated display and entry console approach like the one found in most Unreal Warfare, Source, and many older Q3A games and mods is much neater, better looking, easier to use, less distracting, and puts all messages in real-time order. Different status, player communication, and game progress information can be clearly communicated with underline, parenthesis, italics, and exclusive colors...
Smaller/Scaled Fonts & HUD Elements Option: Largish, detailed HUD elements are great for helping initiate the new player to a game or mod, add nothing for the experienced/skilled player and are the bane of immersiveness and the illusion of depth in a game. Smaller HUDs are some of the most popular mods for Medal Of Honor, Call of Duty, and were the most requested changes for games like Red Orchestra, SWAT 4, Battlefield 2 in beta testing...
A "Small" or "Expert" HUD option could include features,
options and/or changes like:
· smaller or momentary 'Magic Radar & Compass'
· smaller damage icon
· small stamina line underlining the damage icon rather then a heavy bar
· no posture icon (most experienced players KNOW they're crouching or prone)
· context sensitive momentary ammunition status icons
· no idiot/help messages or icons
Many/most of these features would be fairly easy to implement, or to add as HUD options... Summarily less can be more; the less junk on the screen at any given time, the fewer '
artsy frills' used to convey information, and the less often it's on the screen the more immersive and "3D" a game will look and feel.
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