Usability of the HUD

Developer discussion of experimental fixes, changes, and improvements.

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Usability of the HUD

Postby Psychcf » Mon Jul 07, 2008 7:14 pm

While replaying an old favorite of mine, Diablo II, I suddenly realized that the HUD for Nexuiz is very hard to use. There's a lot of problems that are so simple, you'd be amazed that you haven't noticed them.

So in Diablo, you've got two globes that indicate your health and mana levels, and a bar that shows your stamina. It's great. You don't care how much health/mana/stamina you have, all you know is that you have a lot, a little, or somewhere in between. You can determine this just by glancing at it.
Image

So here's where the problem is. Nexuiz just has a number. You have to think before you know how much health you have left, and even then, it's not 100% clear.
Image

Here's my solution to this problem (ignore the crappy font :) ). The backgrounds of the health and armor numbers would have a meter. When the bar is full, it shows that you have the greatest health/armor possible without having it rot. Excess health/armor would be indicated by a blue color. For ammunition, there is no set maximum. So, when you have 15/20 or less of the current ammunition, the background will turn orange, alerting the player to the low ammo levels.
Image

The colors can be made darker/more opaque so it's not as distracting to the player, but that's just a mockup. Something that could be done is make the bars horizontal instead of vertical, so there is more space to show the percentage, and thereby making it easier to know the health/armor levels. Lastly, the armor could be repositioned to the right, health to the left, and ammunition in the middle. This would avoid confusion, because the health/armor bars would have the same shape, and thus act the same. The ammo bar would act different since it has a different shape.
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Postby Psychcf » Tue Jul 08, 2008 8:40 pm

I can't believe that this thread has no replies yet.
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Postby Mirio » Tue Jul 08, 2008 9:03 pm

i just saw this topic :P

well , first of all , its a good , cool idea :) but the color of the numbers show you already if you have much health or less :o
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Postby [-z-] » Tue Jul 08, 2008 9:17 pm

As I mentioned to Psychcf on IRC, sbar_hudselector 1 has implemented similar ideas.
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Postby Blµb » Wed Jul 09, 2008 12:27 pm

[-z-] wrote:As I mentioned to Psychcf on IRC, sbar_hudselector 1 has implemented similar ideas.


What? I don't see that, the only difference is that you see weapons all the times.
I do play with hud1 all the time...
If I get a mockup for sbar_hudselector 1 too, then I'd start the coding...
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Postby [-z-] » Wed Jul 09, 2008 12:59 pm

Blµb wrote:What? I don't see that, the only difference is that you see weapons all the times.


The armor and health change color based on how much you have. It gets reder the more you lose, greener the more you gain.
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Postby Dokujisan » Wed Jul 09, 2008 3:21 pm

Wow, that's an ugly font.

j/k ;-)

Seriously though, this is a good way to tweak the HUD to make it more usable. Using select visual cues can certainly help in the communication/feedback process.
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Postby Psychcf » Wed Jul 09, 2008 4:24 pm

[-z-] wrote:As I mentioned to Psychcf on IRC, sbar_hudselector 1 has implemented similar ideas.

Colors are good, but they aren't helpful unless there's something to compare it to. A red color just tells you that it's low, but if you want to know how much health/armor is left exactly, there's guesswork involved with the number.
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Postby liolak » Thu Aug 28, 2008 5:30 pm

im 100% with you on that psychcf, having a graphical representation of the HP and Armor level would help me by much to keep track of my health. It can be read much more quickly, dont even need to look down..
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Postby Sepelio » Thu Aug 28, 2008 5:41 pm

I like the system as it is now to be honest, I like to know EXACTLY how many shots I have left so I can judge who to put them in.
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