I wanted to share the early work in progress for our Entropia Universe Unreal HUD UI. The important thing for us in this stage is to define a style, how easy it is to read and placement. You will also see some bonus elements in this image the Setesh Moon test environments early stages, a creature in action plus more ;).
Radar looks good.
Text in general is too small and hard to read (the font family you chose looks futuristic but it’s also very hard on the eyes).
Gun reticle is a bit too big for my liking, it’s in the middle of the screen and can obscure important visual feedback of whatever you are pointing at.
Apart from not looking much “Entropian”. Chat is to transparent and hard to read.
Where is the ammo count ? Are we gonna shoot 100 then press R to reload ? ??
Overall i like the looks, but the colors should be darker imho, it makes reading them easier. If we wont be able to drag the objects around anymore, then please dont put the health bar and buffs right in the middle, or at least make them smaller.
Good to see the progress thanks for sharing!
We are far from final and readability will be more in focus in future iterations. We will have UI customization to address the wishes you have as much as possible. In general, working with the UI in Unreal Engine is far superior in comparison with CryEngine.
I see the avatar here has objectives behind him, You can see a dark blue one on the right towards the south, and a bright green one to his/her left.
Objective icons usually clip around the screen so people don’t have to rely on the radar, which means in this case a blue icon should be seen on the lower right corner of the screen. Just an idea, otherwise you are only aware of the objectives directly in front of you.
Also, ditch that dark blue color since the radar is dark grey and it can barely be seen.
Now is probably the best time to remind you UI scaling and how important it is.
In general, the UI needs a darker background that’s for sure (the chat pane specially).
Can we have mobs health draggable again or avatar health setup out of team as before?
Reason why i want it for avatars is due to healing, sometimes in the current engine mobs “swallow” and cover the hitbox for the avatar you are healing making it near to impossible to do our service.
I would appreciate if you could have this into consideration when working on the UI even though i know it doesnt count to the three main proffessions.
Otherwise i think the UI looks great, and as some has said and you replied the font size is small.
Wow brilliant thanks for sharing! First real look at the next generation of EU is great to see. Hopefully the HUDs colour, opacity and text size will be customisable, which I expect it will be! Looking good.
Going against the grain a little, I kinda like that the HUD isnt in your face, maybe have it as options to make it bolder/bigger, but I like that the focus is more on the game than the HUD. Also, can you tell us some things about what we are seeing? It looks like we will be able to see a hpcurrent/total? Can we reposition stuff like before? ( Ie if i want to move the compass)
Looks great - i like the new look and there seem to be some new things comming: Bodyshields ? Pickups to refill energy ? markers for mining / special ? Destructible objects to continue passage ways ?
Missing a few things too still hope they still come: pvp indicators, zone indicators, onscreen time / timer / calendar
And I don’t like the green colour on the healtbar.
You really need to focus on making it easy to customize for players as well.
I posted in “Preview of Upcoming Interface Changes” with a link to swtor UI editor, take a look and get ideas from that and other games as well