Shared by Happybro on April 24, 2015

Greetings!

Since there’s been lately some discussion about the HUD and limits of notification system I thought, I’d share something I’ve been working on lately. Even though I like the atmosphere the endless stream of messages creates and find it super effective in informing about results of my basic interactions with the world, I always find it to be not much suitable for delivering information about internal proceses of my character. After some time reading the messages gets tiring and in the end you avoid looking in that part of screen completely.

The basic system of icon in mod always seemed like the better option, it just needed few tweaks. Part of the reason why the icons was initialy abandoned was the fact, that in reality you never now how much percent of thirst you have. You can tell you are thirsty right now, or that you are gonna be in future if you continue sprinting, but that’s it. Similarly you can easily tell that you are loosing blood, but you don’t know how many liters of it are currently in your veins. That is somethig Peter finds extremely important.

What seems to be good solution is instead of showing current level of stat, just showing the tendency stat has. Simply said – whether it raises, depletes or don’t change. Such solution don’t push player in endless quest for filling up progress bars (beacuase there are none), but gives immediate feedback to actions player take.

As the game grows and systems are becoming much more complex interconnected and dependand on multiple variables, the nescessity to give such simple feedback seems obvious. By giving players this feedback you are making them able to understand how game systems works without leaving the game, just by observing few icons after taking the action.

Being sure what effect my actions have is twice as important in case of playing game in alpha stage where you could not be sure wheter thing doesn’t work becuase of design, bug or simply not being implemented yet.

What I will show below is my concept for such HUD. It’s result of discussion with Peter and Brian and Mark. It’s nothing finalized and I can even say that’s something we are going to implement. It’s something we’re evaluating now and I am pretty curious what you’ll think about it.

Feedback appreciated: http://forums.dayzgame.com/index.php?/topic/224386-dayz-sa-hud-concept/

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