1. Post #1

    May 2014
    28 Posts
    Latest update :




    Goals :

    - As unobtrusive as possible, but without sacrifying accesibility, clarity, content.
    - Versatile presentation, easy to add/modify/remove features.

    Features :

    - Days survived counter
    - Dynamic player status based on things (mostly bad things) happening to the player.
    - Player stats (gauges) Equipement stats (bars)
    - Icons for damaged stuffs
    - crafting UI based on latest official trello UI tests


    Old stuffs
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  2. Post #2
    Pyroknight's Avatar
    February 2014
    608 Posts
    What's with the apple logo
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  3. Post #3
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    It sure looks fancy and very nice, but it feels a bit too "future-y" for Rust, dontcha think? Like something you'd see on the iPhone 29XGs.
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  4. Post #4

    February 2014
    16 Posts
    I dunno I like it other then the bar at the top everything else feels somewhat modern, just to say the bar at the top reminds of some kind of arcade fighter just saying.
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  5. Post #5
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Honestly, I would like to see a more immersive HUD (being the lack thereof.) Something like when you are hungry, you hear your stomach gurgling, if you are irradiated, you start puking, and if your health is low your screen flashes red lightly to more heavily when more damage is taken (think CoD, but not shitty ) and if you are bleeding, you can physically see a light blood trail as you move or somethin, and maybe with guns you have to count shots. There's something about immersion that HUDs seem to kill. If there were a way to put this kind of stuff in, I think it would be really cool to see.
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  6. Post #6
    Wish all games had hyper customizable huds + guns with an open slit on the magazine to see ammo amount
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  7. Post #7

    May 2014
    28 Posts
    thanks for the feedback =)

    And yes, the best Rust HUD would be no HUD !
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  8. Post #8

    May 2014
    28 Posts
    Here's a new one, this time it's not the HUD it's the inventory menu :

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  9. Post #9
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Here's a new one, this time it's not the HUD it's the inventory menu :

    I don't really like it. I like how you made it controller friendly, but it just doesn't look all that great. It isn't rust-esque enough.
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  10. Post #10

    May 2014
    28 Posts
    What would be a more Rust-esque UI ? do you have an example or game in mind ?

  11. Post #11
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    What would be a more Rust-esque UI ? do you have an example or game in mind ?
    I have absolutely no artistic skill so I cannot offer a physical version of what I would think, but when I think rust, I think really rough and primitive. Just think about that when you are designing, what you created there kind of reminds me of FarCry 3's menu, which is cool, but not quite fitting for Rust. Try thinking about that when designing.
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  12. Post #12
    RBMK1000's Avatar
    March 2014
    68 Posts
    Personally it reminds me a bit of WarZ, which is a really, really bad thing...
    I also believe that if you have to add text to the items in an inventory you've done something terribly wrong. Item icons should speak for themselves and should only display text on mouse over or something similar. Text used like in your inventory mock-up is cluttering the interface and using more space than necessary.

    In my opinion, the interface should be very minimalistic and kind of blur right into your surroundings (not necessarily talking about an actual blur effect here).
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  13. Post #13
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Personally it reminds me a bit of WarZ, which is a really, really bad thing...
    I also believe that if you have to add text to the items in an inventory you've done something terribly wrong. Item icons should speak for themselves and should only display text on mouse over or something similar. Text used like in your inventory mock-up is cluttering the interface and using more space than necessary.

    In my opinion, the interface should be very minimalistic and kind of blur right into your surroundings (not necessarily talking about an actual blur effect here).
    Yeah, you want your GUI to be as minimally intrusive as possible, Rust is more of an immersive sort of game, you want to feel like you are surviving, you don't want to feel like you are playing a video game, or at least that's how I feel about it.
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  14. Post #14
    Dennab
    March 2014
    2,555 Posts
    Personally it reminds me a bit of WarZ, which is a really, really bad thing...
    I also believe that if you have to add text to the items in an inventory you've done something terribly wrong. Item icons should speak for themselves and should only display text on mouse over or something similar. Text used like in your inventory mock-up is cluttering the interface and using more space than necessary.

    In my opinion, the interface should be very minimalistic and kind of blur right into your surroundings (not necessarily talking about an actual blur effect here).
    Yeah, you want your GUI to be as minimally intrusive as possible, Rust is more of an immersive sort of game, you want to feel like you are surviving, you don't want to feel like you are playing a video game, or at least that's how I feel about it.
    Beat me to it, but exactly.
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  15. Post #15
    RBMK1000's Avatar
    March 2014
    68 Posts
    @jonnymad:

    You nailed it.
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  16. Post #16
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    @jonnymad:

    You nailed it.
    I tried. Glad to see people agree.
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  17. Post #17

    May 2014
    28 Posts
    cool, thanks for the ideas ! I'll try to keep theses in mind while drawing the next one.

    Edit : also is there any game already arround with an UI that have this feel ?

  18. Post #18
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Edit : also is there any game already arround with an UI that have this feel ?
    None that I can think of, so try to come up with something unique. Maybe use some textures like rusted metal or wood, something that looks really primitive or "rusted out," just something that matches the atmosphere of the game.
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  19. Post #19
    Prov3rbial's Avatar
    February 2014
    462 Posts
    Honestly, I would like to see a more immersive HUD (being the lack thereof.) Something like when you are hungry, you hear your stomach gurgling, if you are irradiated, you start puking, and if your health is low your screen flashes red lightly to more heavily when more damage is taken (think CoD, but not shitty ) and if you are bleeding, you can physically see a light blood trail as you move or somethin, and maybe with guns you have to count shots. There's something about immersion that HUDs seem to kill. If there were a way to put this kind of stuff in, I think it would be really cool to see.
    I've wanted that for a while, but the bunnies would lose their shit. We need a hardcore-mode server option with this.

  20. Post #20
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I've wanted that for a while, but the bunnies would lose their shit. We need a hardcore-mode server option with this.
    Not to seem rude to them or anything, but who cares what the minority wants? The minority wanted to keep zombies, and they are long gone. I really think it would be cool to completely remove the HUD, and make it an immersive sort of thing, like I mentioned the stomach gurgling and whatnot. If you are cold, you can hear teeth chattering, or be visibly shivering after longer exposure, I really think that there is no real need for a HUD in a game like this. Just my thoughts though
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  21. Post #21
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    Not to seem rude to them or anything, but who cares what the minority wants? The minority wanted to keep zombies, and they are long gone. I really think it would be cool to completely remove the HUD, and make it an immersive sort of thing, like I mentioned the stomach gurgling and whatnot. If you are cold, you can hear teeth chattering, or be visibly shivering after longer exposure, I really think that there is no real need for a HUD in a game like this. Just my thoughts though
    I think it's a cool idea but imo it's too early still. Having to rely on aural cues and subtle visual effects may not be the best call when there's still bugs and engine shit to work out. But in the long run I think this is a great idea.
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  22. Post #22
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    I think it's a cool idea but imo it's too early still. Having to rely on aural queues and subtle visual effects may not be the best call when there's still bugs and engine shit to work out. But in the long run I think this is a great idea.
    I just think it would be a fresh new twist on a game such as rust, the more immersive it gets, the more you feel you are actually there surviving, stuff like a HUD or a GUI can kill that immersion really quickly, especially if it clashes with the atmosphere or is overly large. Hopefully in time, the developers can come up with a cool new way of doing such things with this game.
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  23. Post #23
    Prov3rbial's Avatar
    February 2014
    462 Posts
    Not to seem rude to them or anything, but who cares what the minority wants? The minority wanted to keep zombies, and they are long gone. I really think it would be cool to completely remove the HUD, and make it an immersive sort of thing, like I mentioned the stomach gurgling and whatnot. If you are cold, you can hear teeth chattering, or be visibly shivering after longer exposure, I really think that there is no real need for a HUD in a game like this. Just my thoughts though
    I get that. Just something we both think would be cool.

  24. Post #24
    One of the simplest but most effective Skyrim mods I use is iHUD, or Immersive HUD. It basically autohides HUD elements when they don't need to be seen. If your HP/MP/Stamina are full, those bars are hidden. If you aren't crouching, the crosshairs are hidden. Unless you toggle it on, the compass at the top is hidden. (You can configure these, in case you like the crosshair or compass visible at all times or something.)

    The result is that, unless I'm in combat, sneaking, below full health/etc., or I've toggled the compass on, Skyrim is always HUDless, and that makes an incredible difference, because every calm moment is instantly screenshottable:


    Also, this screenshot is the closest I've got to Rust


    I don't think that Rust's HUD should be fully dynamic, but a minimal and unintrusive (but still functional) HUD would be a great option. Also, this isn't an excuse to turn it into a cool-screenshots thread, I was using them as an example of how a minimal HUD helps immersion. Skyrim looks like that almost all the time for me, and it does a decent way towards suspension of disbelief.
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  25. Post #25
    Dennab
    March 2014
    2,555 Posts
    One of many great examples of Skyrim mods that could be used as reference points/inspiration for things to be changed about/added to Rust :D I could get on board w/ a semi-iHUD style HUD.
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  26. Post #26
    RBMK1000's Avatar
    March 2014
    68 Posts
    Just stumbled upon this while scrolling through Bill Lowe's tweets, and this seems to be a good take on what jonnymad and others were talking about.


    Since in Rust we can also craft and build it's probably impossible to completely avoid any sort of HUD/GUI, but I guess most of the time you indeed don't need any HUD elements on the screen.
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  27. Post #27
    Gold Member

    August 2013
    919 Posts
    Honestly, I would like to see a more immersive HUD (being the lack thereof.) Something like when you are hungry, you hear your stomach gurgling, if you are irradiated, you start puking, and if your health is low your screen flashes red lightly to more heavily when more damage is taken (think CoD, but not shitty ) and if you are bleeding, you can physically see a light blood trail as you move or somethin, and maybe with guns you have to count shots. There's something about immersion that HUDs seem to kill. If there were a way to put this kind of stuff in, I think it would be really cool to see.
    Post a thread with this idea as its topic, maybe flesh it out a bit, I'm sure tons of peoe would agree with you and it might change the minds of the devs
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  28. Post #28
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Post a thread with this idea as its topic, maybe flesh it out a bit, I'm sure tons of peoe would agree with you and it might change the minds of the devs
    I might give it a shot in a little while.

    Edited:

    Alright, made a quickie thread on the topic. Let me know what you guys think, if you want to take a look there. (Not trying to push my own thread, just building off of this one because it is of a relevant topic.)
    http://facepunch.com/showthread.php?t=1391871
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  29. Post #29
    MrTHC's Avatar
    February 2011
    385 Posts
    Honestly, I would like to see a more immersive HUD (being the lack thereof.) Something like when you are hungry, you hear your stomach gurgling, if you are irradiated, you start puking, and if your health is low your screen flashes red lightly to more heavily when more damage is taken (think CoD, but not shitty ) and if you are bleeding, you can physically see a light blood trail as you move or somethin, and maybe with guns you have to count shots. There's something about immersion that HUDs seem to kill. If there were a way to put this kind of stuff in, I think it would be really cool to see.
    100% agree this would be a great out of the box game mechanic.

    I hope Garry sees this, he hates menus I heard so maybe this would have a chance at getting implemented.
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  30. Post #30
    jayfkay's Avatar
    March 2014
    340 Posts
    I like your idea jonny, but I cant imagine the game working without a hotbar or accessible inventory and it certainly hasnt killed the immersion for me and thousands of others so far.
    Still a decent implementation of a simplistic hud and intuitive audiovisual presentation of status/status effects can increase immersiveness by a good deal.
    NOT a cyber apple hud like OPs, sorry :/ keep the RPG-esque bars around the icons away and dont make it look flashy. also use a more pale coloration/saturation or even consider making it look dirty/woody/earthy or.. rusty. No "contrast" colors like that red for anything other than items.

    lastly, what is your deal with trying to make a console accessible game? this game is a fkin pc game. Last thing I want is simplification/cutting off features just because of some shitty console casuals crying for it -_- copy pasting that shitty Dead Island or whatever it is HUD, slightly altering it and putting button hints all over it is absolutely unnecessary and unfitting to the game.

  31. Post #31

    April 2014
    88 Posts
    It sure looks fancy and very nice, but it feels a bit too "future-y" for Rust, dontcha think? Like something you'd see on the iPhone 29XGs.
    It's designed well for any kind of game, not too intrusive. If health was re-worked in this HUD to be more practical (within the contracting rim etc). The game would have so much more original character.
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  32. Post #32

    May 2014
    28 Posts
    Another design. again not for the HUD (see the other post mentionned) but for the inventory/crafting menu wich in any case can't be immersive AND effective. On discussion about make it accessible. it's not for console fitting or dumbing (ha.. pc gamers...) , it's for the game to work with VR systems, wich i think would be a blast and totally fitting the game. Back on subject : I decided to think about ease of use and efficiency, I think whatever the windows styling (addind textures, effects) would still break immersion, so for now I made it neutral and working on usability. The only effect is the background going a little blurry, for representing that you are focussing on something else and not as aware. And also to increase and ease readability.
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  33. Post #33
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    It looks nice but it's a lot of information on the screen at one time, almost overwhelmingly so.

    Not sure if you really need the player name all huge in the corner.
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  34. Post #34

    May 2014
    28 Posts
    Yep here's some adjustements, Instead of the players name (because who cares?) I added the number of days survived and the current player "status", as a replacement for health and others bars as explained in the No HUD thread.

    About the informations yep there's a lot, there's some situations where you have to act or access things and adapt yourself quickly, so I though it would be great to have everything at one place and not have to navigate into too many sub-menus.

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  35. Post #35
    Dennab
    March 2014
    2,555 Posts
    I like the idea of the days survived count. That's cool. Personally I also think the HUD is balanced out, at least for my personal preference it's not too much info on screen at once. Makes me think of Darnified UI for FO3/FNV. Crisp, tight text, plentiful info but not overwhelming. Nice work :)
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  36. Post #36

    May 2014
    28 Posts
    Some tweaks : added a 3D effect for reducing the information clutter/pressure, adding some sort of immersion/link with the game.

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  37. Post #37
    Dennab
    March 2014
    2,555 Posts
    Some tweaks : added a 3D effect for reducing the information clutter/pressure, adding some sort of immersion/link with the game.

    Freaking badass
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  38. Post #38
    RBMK1000's Avatar
    March 2014
    68 Posts
    Alright, but how do you move stuff from your backpack to your body, or crafted items to your backpack? You'd have to use some sort of animation to drag and drop it into other parts, so the UI would move around all the time.

    I really like the idea, but I don't know if this would work well in reality.

    Also, I still believe there's too much text involved. Lots of these labels could and should either be removed or replaced with symbols instead. I also don't like the bright white used. Colors should be a bit toned down and maybe incorporate more brown and greenish tones to blend in more with the actual surroundings. This is quite challenging though, since readability needs to be maintained at all times.

    Edit:
    By the way, please don't get me wrong. While I may sound very critical I do enjoy your concepts, and I think they are going into the right direction.
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  39. Post #39

    May 2014
    28 Posts
    I think there should be a button/key for equiping/replacing an item to your body without having you to drag it.
    and whenever a item from the backpack is equiped, Both panel (Equipement / Backpack) should be be displayed, you you can see you new stats.

    On the craft menu the same button would allow you to take crafted items to your backpack or to your pockets by tapping their shortcut (1,2,3,4), if the pocket is occupied, the content is moved to the bag, if there's no place it is dropped in the floor.

    This might work? I hate drag and drop :( .
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  40. Post #40
    RBMK1000's Avatar
    March 2014
    68 Posts
    I think drag and drop works best because it 'feels' more natural than pressing a button. Also, when you're doing some heavy inventory management, because you were farming a lot and now you're using these materials to craft lots of stuff, clicking those buttons could be quite annoying after some time.
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