I have a game in progress, and I'm at a point where I need to give serious thought to the HUD.
I have some ideas on this already, but I'd like to ask an open question:
How do you design a HUD?
Do you have certain rules or ideas you follow? Can you express why a HUD worked really well in a particular game, or why it was particularly bad?
My primary ideas going into this are:
- Function over Fashion
- Common placements where applicable (don't hide what the players need)
- Prefer Game Interaction over Hud when reasonable.
So what do you think/do?
(Additional note: My question is intended to be generic, but for more specifics, the game is a 3d web based city builder for humans. Time range is mixing techs from the Dark Ages (cobble/wood buildings) and Futuristic military techs (Laser cutting arms, tank factories))
Edited by Dan Violet Sagmiller, 04 April 2013 - 10:58 AM.