POLL: What kind of status HUD do you prefer?

What kind of HUD do you prefer?

  • A row of data fixed at the top of the screen

  • A box of data to the top left

  • A box of data near the character sprite

  • None

  • Other

  • Minimal indicators near the character sprite

  • Multiple boxes along the bottom.


Results are only viewable after voting.

Sigony

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Feel free to discuss why you prefer a specific HUD down below.

Do you DISLIKE a specific kind of HUD?
 

??????

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I prefer the kind of hud I'm capable of making - basic af!
:LZScool:
 

xDRAGOONx

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Honestly, I prefer none for the most part. I do believe that at times that can be a need to display important information but I prefer the immersion of just wandering around the world with my character. I know many people say to limit the amount of time the player spends in the menus, but I'd rather be a single button press away from most generally important info that have it blasted on the screen at all times. That being said, i don think there is a really good argument to be made about enabling and disabling parts of the hud with common events linked to buttons, letting the player choose which info they would like to see/display at any given time.
 
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Sigony

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@xDRAGOONx fair enough, I suppose it does depend on the type of game. If it is a generic RM game, there will be encounters where you see the health and such of your characters anyway. But if it were like a God of War, you'd want to know at all times.

Being able to turn it off is an easy feature to add, and is likely appreciated a lot by any players that want that, so I agree :kaopride:
 

xDRAGOONx

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I always steer away from the "it depends on the type of game responses" myself, as I feel the point of the poll is to get some general feedback about personal preference. "Depends on the type of game" isn't really an opinion :popcorn:
 

Sigony

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I always steer away from the "it depends on the type of game responses" myself, as I feel the point of the poll is to get some general feedback about personal preference. "Depends on the type of game" isn't really an opinion :popcorn:
Well... I guess it DOESN'T depend on the game.

No, I appreciate your response, there's no right answer, I'm not correcting you :kaoswt:
 

xDRAGOONx

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Well... I guess it DOESN'T depend on the game.

No, I appreciate your response, there's no right answer, I'm not correcting you :kaoswt:

Oh no, I'm sorry! I didn't mean to come off like that. I didn't feel like you were correcting me at all. I just remember a poll I did once, just looking for some general feedback and most everyone voted for "Depends on the game" lol, I guess I am still a little salty about it :kaosigh: But I guess it was my fault for the way I worded the original post.

I definitely appreciated the feedback I got there, as it helped me decide what was right for my game in the end anyway. It was about whether or not to show the followers at certain times and I decided that I would always hide all the followers but give the player to turn them on if they so choose, best of both worlds.
 

palatkorn

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I like the small size and simple look.
 

Dororo

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Top. I mean, is where I'm expecting to find data.
Anyway, I'm with people telling data should be shown only when actually required and in a position relevant to the data pertinence (that's called "interface ergonomy" and believe me or not is a fully debated science you can look at and learn online).
 

EthanFox

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Strictly speaking, I prefer HUDs that are only visible when relevant.

A classic example would be Goldeneye's health, which only shows up when the user takes damage, or the user can call it up with a button press. This was more of an issue with older games; most newer ones have adopted this - like when your health is 100%, the bar fades away to transparent, because it's not relevant information, and removes as much of the HUD from the screen as possible.
 

Milennin

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I also agree that having HUD elements only show up when they're relevant is a good way of doing it. If it's going to be permanent, I like it minimalistic, like something small in the corner of the screen. Or maybe add an option to turn visibility off.
 

alice_gristle

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I like it big, blocky, and preferably black. And it needs to eat up at least one third of the screen. :biggrin:

Final_Fantasy_II_JAP_Battle.jpg
 

palatkorn

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If you mean the keypad, yes I like it big. So I fixed them all in my game, all buttons are big, I don't like small buttons, if I want to aim at hit speed, it should be big.




I like it big, blocky, and preferably black. And it needs to eat up at least one third of the screen. :biggrin:

 

FirestormNeos

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If I had to pick a favorite HUD, it'd be a tie between Kingdom Hearts and Nier: Automata.

EDIT: iirc Metroid Prime's is good, too.
 

RCXDan

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Top left of the screen for me, and that's primarily because I have Zelda-like game elements, like HP, MP, keys you collected being visible.

I have HP displayed because sometimes enemies can harm you on the overworld.

It just seems like standard procedure, plus I make the hud disappear for cutscenes and stuff like that. I like HUDs that are small but also give you everything you need.

But it really does depend on what kind of game you're playing.
 
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LovelyFlower

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Depends on game tbh.
For art-heavy I prefer less heavy HUD that doesnt block out the assets.
For game-play heavy, want detailed HUD that gives as much info.
 

TheoAllen

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I have no problem HUD showing up all time. As long as it does not distract me from actually playing the game (like, HUD element blocked my vision). Immersion (as in, HUD not displayed) is irrelevant to me.

Having minimap shown in the top right/left corner, sure.
Having the HP bar HUD showed up in the bottom, sure.
As long as there is nothing important I need to take a look at those corners.

About what kind of information shown and how they're being shown. it really depends on the game.
 

Kupotepo

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Please clarify what kind of huds you would like to discuss?
  1. Actor Hud
  2. Gold Hud
  3. MapName Hud
  4. Party Hud
  5. Treasure Hud
  6. Battle Hud
Since People here is talking about the battle hud like the basic hud like the default battle. I think the artist color and frame of the hud is more important to look at and a deciding factor to a player's eyes.
 
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orochii

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In general you should think about ergonomy of space. Making good use of the space in screen while giving objects a proper size (palatkorn is a good example of this, buttons in mobile benefit from being big so My sausage fingers can press them well). NES Final Fantasy gave you a big hud in battles but zero hud in exploration besides the textbox appearing when needed. This had to do both with limitations but also a design decision.

You also need to care about hierarchy. What stands out more will get your attention more. Think about sizes, positions, colors and even shapes. Make things be distinguishable, but not distracting.
 

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