I had some free time to work on some graphics, and have been planning on making everything from scratch (which sounds fun, but is a hassle to be honest). So here goes nothing:
I tried making an original HUD. I started out with C's design, being the traditional HUD Display (compared to RMVX Ace on the bottom right). And then I thought - "Gee, that HUD is kind of obstructive, no?".
So I made a HUD that's fast and easy to look at, because I want the Player to look at what is going on in the game - and not the HUD. For reference: GREEN is HP; BLUE IS SP; RED IS TP;
and Yellow doesn't matter because it's a Time/ATB Gauge which is not currently within the game (and if it is, it'll be a pseudo-ATB plastered on a PCTB System).
C is the first original HUD that follows the template of the RMVX Ace version, only that its a bit flashier (white cursors, and quarter segments)
A is the revised HUD that is meant to take up less space and less time to understand
B is a variant of A, but it's gauges fill and empty away from the center of the HUD - this isn't necessary, but it'd be really damn cool if I can pull this off in RMVX ACE
So I made this topic to ask, would you play a game with a HUD that was like example A (and B). I have an edited screenshot of the game with these HUDs in place:
Right now, the default dimensions of the Battleback seem a little too small for the custom Graphics I'm using. I planned on removing the bottom panel (that occupies half the screen) and changing it
into a full transparent menu that is a wheel that is in the middle of the bottom half of the screen (the HUD above it is just junk):
The transparent menu transforms (moves) in the direction opposite of the command chosen (Selecting Skill will move the main menu down, off the screen, branching into a circle with "Skill" on the left and "Magic" on the right. Then the skills in each of their categories. Everything else is self-explanatory after that (But selecting Items will simply open the Item list on the bottom half).
One last thing about this concept, is that when it comes to the "Attack" and "Special" commands, menus will not come up because of how the database has been re-organized.
There's just enough skills to make all 3 characters diversify into 3 play-styles [each], but not enough to encumber this menu concept with several layers of commands
(ie. [special] -> [skills] -> [Path of Warrior] -> [Main] -> [infinite Uppercut]) is the highest amount of menu commands the Player will have to go through (5 Commands / Pressing X, B, Y, or C up to 5 times)
This can be easily worked around with a "Repeat" Command or Custom Hotkeys - but I don't need that now.
I'd like to make an animated gif showing what the menu is intended to do in action, but I'll do that another time.
tl;dr version
Simplistic, minimalist HUD that doesn't require much attention in order to playa
Transparent command menu that allows for more space on the battlefield
4-button input for faster action commands
I'm done typing useless information, I only made this Topic to show that I'm still working on this, despite major parts of the game being revised, and the fact that I have little to no time working on this stuff - I'm averaging 2 hours a week on my laptop now :c . Do you think this would be an improvement from the Default HUD? Do you think this style would keep the Player from sticking their eyes on the head? Would you be able to quickly calculate damage flow with this HUD? Should their be anything changed in order to improve upon this concept?