Post by SpaceWolf on 2021-11-13 00:33:22
In my opinion, the greatest UI/HUD I've ever experienced was in
Metroid Prime
. Now, this is a First Person Adventure game rather than an MMO, of course, but I feel a lot of the basic elements would work great in Ashes. So to break down what I like:
The icons on the bottom-right represent every primary weapon type in the game; the one you have active is in the center, and the other three are permanently visible in their slots after you unlock them. Swapping from one weapon to another is done in a single button press (in this specific case, flicking the C-stick in a given direction, since this was a Gamecube game), and every icon has a clear visual distinction that makes it easy to track via peripheral vision, minimizing cognitive load and making it easier to develop proper muscle memory.
The bar with the "135" and the icon next to it is your total amount of missiles, a secondary weapon accessible at all times. The bar will deplete relative to your missile percentage in addition to the number going down - I like having both a number and a bar visible, but the important thing here is that the number is independent of the bar instead of being 'inside' of it like we've seen in Ashes; in my opinion that method just makes both the bar and the number hard to parse, whereas in Metroid Prime it is quite easy to gauge.
Importantly, the missile count is positioned to the left of the bar, which puts it closer to the center of the HUD; this makes it easier to track the number with peripheral vision, and the number + icon actually drift closer to the weapon icons on the bottom as you run low on missiles, giving your brain more opportunities to track it intense fights. While it's not shown in this screenshot, there is also an unobtrusive "Missiles Low" warning that will come up below the missile icon in a yellow-orange color, when you are below roughly 10% of your ammo.
On the lower-left side of the screen are all of the visors (UI overlays) you can choose, and the same elements apply here as with weapon selection; every icon has a distinct shape from the others (though I find the lack of distinct colors makes these a bit inferior to the weapon icons), and it's as easy as pressing a single button. Either way, I appreciate having all potential options visible from the same UI menu, and I appreciate all of the icons clearly standing out; this made developing the muscle memory for switching between, for example, standard vision, thermal vision, and X-ray vision on the fly very easy.
Obviously, in Ashes we aren't playing as someone in hi-tech space armor who has a bunch of cool visual modes to use, but I like the idea of 'support' abilities and 'offensive' abilities being clearly grouped into their own sections; this makes it easier to compartmentalize which buttons do what, and the closely grouped nature of the buttons (in this case, the Gamecube controller's D-pad and C-stick) minimizes cumbersome hand movement in stressful situations.
This could apply to keyboard setups too; I play a heavily modded Skyrim install with my keyboard, and I specifically have all my combat-oriented hotkeys bunched very close to my WASD keys to minimize hand movement. Hotkeys that are less time-intensive, such as opening the map or the equipment menu, are bunched off on a different section of my keyboard nearer to my mouse-hand, and any buttons I anticipate having to hold down for a long period (such as the sprint button) are partitioned to some keys on my gaming mouse.
Essentially, I'm really lazy and want every possible option clearly accessible and easy to track, which made playing Metroid Prime an absolute pleasure. As for some of the other UI elements I like here...
The orange stuff on the upper-right corner of the screen is the mini-map, and that exact choice of location and coloration means that it takes your eyes a bit to move to that location on your screen, but if you specifically want to look at the mini-map, it stands out easily. This, in my opinion, is the best possible setup for mini-maps, which I have found needlessly obtrusive in pretty much any other implementation. I find that I don't actually need to reference mini-maps THAT often and mostly just use them to make sure I haven't gotten lost, or to find an exit to an area quickly, so for me Metroid Prime's mini-map has exactly the right amount of screen and color real-estate.
The Energy bar on the top is your health, with the little blocks representing "total health bars". Note again that the bar is positioned towards the center of the screen, making it much easier to track with peripheral vision, while also being large enough to get a detailed assessment with a quick upward glance if you need.
The circular indicator on the upper-left is an enemy radar; while at first glance the position of this radar might seem a bit too out-of-the-way, enemies will show up as vivid red-orange dots that, again, stand out easily in peripheral vision, and in my experience this is enough information to work well in tandem with hearing, to gauge where enemies are.
Given the limited amount of abilities/hotkeyable things characters will have in Ashes, I feel this type of setup would work rather well, and would love to see something like it in future updates
The icons on the bottom-right represent every primary weapon type in the game; the one you have active is in the center, and the other three are permanently visible in their slots after you unlock them. Swapping from one weapon to another is done in a single button press (in this specific case, flicking the C-stick in a given direction, since this was a Gamecube game), and every icon has a clear visual distinction that makes it easy to track via peripheral vision, minimizing cognitive load and making it easier to develop proper muscle memory.
The bar with the "135" and the icon next to it is your total amount of missiles, a secondary weapon accessible at all times. The bar will deplete relative to your missile percentage in addition to the number going down - I like having both a number and a bar visible, but the important thing here is that the number is independent of the bar instead of being 'inside' of it like we've seen in Ashes; in my opinion that method just makes both the bar and the number hard to parse, whereas in Metroid Prime it is quite easy to gauge.
Importantly, the missile count is positioned to the left of the bar, which puts it closer to the center of the HUD; this makes it easier to track the number with peripheral vision, and the number + icon actually drift closer to the weapon icons on the bottom as you run low on missiles, giving your brain more opportunities to track it intense fights. While it's not shown in this screenshot, there is also an unobtrusive "Missiles Low" warning that will come up below the missile icon in a yellow-orange color, when you are below roughly 10% of your ammo.
On the lower-left side of the screen are all of the visors (UI overlays) you can choose, and the same elements apply here as with weapon selection; every icon has a distinct shape from the others (though I find the lack of distinct colors makes these a bit inferior to the weapon icons), and it's as easy as pressing a single button. Either way, I appreciate having all potential options visible from the same UI menu, and I appreciate all of the icons clearly standing out; this made developing the muscle memory for switching between, for example, standard vision, thermal vision, and X-ray vision on the fly very easy.
Obviously, in Ashes we aren't playing as someone in hi-tech space armor who has a bunch of cool visual modes to use, but I like the idea of 'support' abilities and 'offensive' abilities being clearly grouped into their own sections; this makes it easier to compartmentalize which buttons do what, and the closely grouped nature of the buttons (in this case, the Gamecube controller's D-pad and C-stick) minimizes cumbersome hand movement in stressful situations.
This could apply to keyboard setups too; I play a heavily modded Skyrim install with my keyboard, and I specifically have all my combat-oriented hotkeys bunched very close to my WASD keys to minimize hand movement. Hotkeys that are less time-intensive, such as opening the map or the equipment menu, are bunched off on a different section of my keyboard nearer to my mouse-hand, and any buttons I anticipate having to hold down for a long period (such as the sprint button) are partitioned to some keys on my gaming mouse.
Essentially, I'm really lazy and want every possible option clearly accessible and easy to track, which made playing Metroid Prime an absolute pleasure. As for some of the other UI elements I like here...
The orange stuff on the upper-right corner of the screen is the mini-map, and that exact choice of location and coloration means that it takes your eyes a bit to move to that location on your screen, but if you specifically want to look at the mini-map, it stands out easily. This, in my opinion, is the best possible setup for mini-maps, which I have found needlessly obtrusive in pretty much any other implementation. I find that I don't actually need to reference mini-maps THAT often and mostly just use them to make sure I haven't gotten lost, or to find an exit to an area quickly, so for me Metroid Prime's mini-map has exactly the right amount of screen and color real-estate.
The Energy bar on the top is your health, with the little blocks representing "total health bars". Note again that the bar is positioned towards the center of the screen, making it much easier to track with peripheral vision, while also being large enough to get a detailed assessment with a quick upward glance if you need.
The circular indicator on the upper-left is an enemy radar; while at first glance the position of this radar might seem a bit too out-of-the-way, enemies will show up as vivid red-orange dots that, again, stand out easily in peripheral vision, and in my experience this is enough information to work well in tandem with hearing, to gauge where enemies are.
Given the limited amount of abilities/hotkeyable things characters will have in Ashes, I feel this type of setup would work rather well, and would love to see something like it in future updates