iantomasik | 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:


So how would HUD look like most of the time:


As you can see I am taking extremely minimalistic approach. Any information that is not important in current situation simply fades out.

EDIT: Having the HUD in future or not, we plan to deliver all nescessary information through animations and sounds. Since the hud is toggleable you need to have complete functioning experience even if you decide to not use it, or HC server will disable it.

Question | I like the minimalistic aapproach. However, you state that in real life one would not know how much thirst he has or exactly how much food does he have in his belly. That is true but on the other hand, you could easily tell how thirsty or hungry you are. I think the icons should reflect that using color hues that indicate a general level of hunger/thirst/health but do not give away exact values. If those are not provided then you risk weird situations during which a player doesn’t know whether he should eat now or keep it for later because he doesn’t know if he’s hungry or not (which is stupid, one would always know that irl). He can only see if the stat is dropping or raising but that’s not enough, we need to know the general level of the given stat as well to know whether we should plan on looking for some food/water or not yet.

iantomasik | What is important, and I forgot to mention it, is that Notifiers in inventory remains. So you can always open inventory and see “hungry” badge near character model.

Question | On a related topic I have a bit of a complaint about the new cross hair/cursor and the fact that it changes if your gun is loaded. Firing at someone and only hearing a click because you forgot to load the weapon created some great panic stricken moments for me and that will never happen again because I will always know when I do or don’t have ammo in the gun.

Will there ever be an option to remove the cursor entirely? It’s superfluous when you can uses iron sights and I find it immersion breaking.

iantomasik | It is actually a bug and it is not intended. Option to remove cursor is planned. + As I already mentioned above, we still plan to deliver all information through sounds and animations.