HUD design for my GMod gamemode - could use some inspiration
2 replies, posted
I figured this is a better place to ask for help than the Lua forum, so I hope you guys can help me out. I'm looking for a better design for the HUD for my gamemode "Ragnarok Conflict". It's a teambased-action gamemode in which two teams try to complete a few opposing objectives on a map. The winner (first team to win x rounds) conquers that map, and claims territory on the [url=http://left4green.com/ragnarokconflict/worldmap.php?sid=12&map=cs_office&smap=cs_office]live worldmap[/url]. That team gets to select the next map (which is connected to the map that was played on), and so on. There is a server up at 87.238.173.207:27016.
There is a human team and an alien team:
[t]http://i.imgur.com/4aY3u.jpg[/t][t]http://i.imgur.com/si0WG.jpg[/t]
As you can see I used the Mordin model from Mass Effect 2 for the alien team. Content re-purposing is one of the pillars of this gamemode, since I don't have any capable artists at my disposal.
Both teams have their own color scheme I try to stick to: [url=http://colorschemedesigner.com/#2B11Tk.mRw0w0]human[/url], [url=http://colorschemedesigner.com/#0211Tw0w0w0w0]alien[/url]
At this moment, my HUD is quite basic and mainly functional:
[img]http://i.imgur.com/6T44O.jpg[/img]
1) List of objectives. Icons update on failure/completion. Usually just a few lines since the objectives have to be kept simple.
2) Center info bar. Only visible in case of a dummy round / round start timer / end round timer.
3) On-screen indicators for locations or other points of interest. Can show through walls (or not).
4) Ability display. A player can equip different sorts of abilities. In this case it's the sprint ability. The bar (which can have a variable amount of cells) can have different meanings based on the ability.
5) Default HL2 health display. Players usually start with around 250 hp.
6) The body damage display. A player can get hit on different body parts (left/right leg/arms, torso, head). Once a single body part took too much damage, it goes in 'staggered' state, causing temporary gameplay penalties (like slow speed when your legs are crippled).
7) Weapon display. Four slots (primary, secondary, utility, backup (= fists)). Displays weapon icon, ammo in clip and ammo in reserve. Later on it'll need space for a ammo counter for secondary fire (for some weapons). Another planned feature is weapon upgrades, so it'll need space to display the icon of the applied weapon upgrade.
Another few screens:
[t]http://i.imgur.com/xOHPp.jpg[/t]
Death display. Red screen and blur.
[t]http://i.imgur.com/44tFi.jpg[/t]
The one shows a few elements that pop up during play. On the left there's a (usually objective-related) notification that pops up. In the center it usually shows text when you score or collect things (text moves up from center). In the bottom center you see a notification for switching your current weapon with nearby weapons of the same type.
[t]http://i.imgur.com/I3bHe.jpg[/t]
Weapons that lay on the ground show up like this, so they're easy to identify (color coding based on what slot they are for)
[t]http://i.imgur.com/MdaOd.jpg[/t]
Round victory display. Blurs the screen a bit and shows the logo of the winning team.
I want to give both teams their own HUD designs. At any moment it's should be clear to the player what team he's in.
I've put quite a bit of information in this post, I hope it's enough for people to lend me some inspiration or suggestions. I don't necessarily need complete mock-ups, even screenshots of other games with nice HUD designs are welcome.
You do realize ragnarok is the norse version of the apocalypse? name makes no sense @ all
[QUOTE=Parker;32923957]You do realize ragnarok is the norse version of the apocalypse? name makes no sense @ all[/QUOTE]It's not like games don't have a longstanding history of names that make no sense, but thanks for enlightening. Too late to change it though.
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