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help me design a HUD.

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Thread replies: 181
Thread images: 45

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help me design a HUD.
>>
HUDs are a mistake
>>
>>379003632
Dead Space has the ONLY good immersive HUD in videogames.

Its impossible to surpass it without replicating it.
>>
What makes your game worth playing? What's to do in it?
>>
>>379003632
Nice Skyrim my man. Got a list of mods? What ENB are you using?
>>
>>379004105
None. Its the enhanced edition. Please buy and see for yourself
>>
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this is what I have so far
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>>379005321
Lose the big symbol. There's no reason for it to be there blocking view.
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>>379004246
Nice try Todd
>>
>>379005321
too minimalistic
>>
>>379003914
In game HUDs are really cool, it's a shame that outside of Sci-fi it's really hard to do them.
>>
>>379003712
dis
>>
>>379005321
not minimalistic enpugh
>>
>>379006070
Don't listen to this faggot. Stylization is important and just having boring, featureless bars makes your game look incredibly cheap and kills immersion.
>>
>>379003632
Don't make it minimalist, its easier but it looks like shit.
>>
Invent some magic holograms for the setting so you can have a Dead Space-style UI.
>>
>>379006584
You can stylize without <insert generic fantasy symbol here> plastered randomly
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>>379005321
go on /r/gamedevclassifieds and find a UI designer who's willing to give you some free advice maybe, IMO you won't get the best advice here
>>
>>379006584
No. There's nothing worse that having giant, stylized, pointless bars and gauges and letters and numbers taking up half of your fucking screen.
>>
>>379005321
outlines are you friend. if your hud ever overlaps the wrong color it's useless.

if you don't tell us what information it is that must be available to the player at quick glance we can't help.
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>>379006707
>>379006819
Ask him to justify it then instead of talking shit. Random for the sake of random is bad but just because you don't like it doesn't make it random.
>>
how can we help you design a HUD if we don't know the information you want to display let alone the type of game
>>
>>379006978
>sword ammo
durability, i suppose
>>
>>379003632
Explain your game and its mechanics first.
>>
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This one's for free.
Hope you're grateful, I'm a professional UI/UX designer.
>>
>>379007638
>no fingerless glove meter
>>
>>379007638
I need a "teleport to naked elf village" button irl. Also you forgot the escort health bar
>>
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Done
>>
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pajeet wants 1m rupees in his paypal account
he copies a hot CS:GO UI
>>
>>379003632
You're golden with what's there
If you need to see numbers open a menu, don't take away from the game
>>
>>379008207
Settle down okay?
>>
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>>379003632
Here you go. You should be able to hide the note slightly by a button press.

>>379006584
This guy knows what's up.
>>
PLEASE IT IS PERFECT WITHOUT A BIG MESSY HUD, GOD PLEASE CAN GAMES JUST BE PRETTY LOOKING ?
>>
>>379008754
scale that shit down 50% and it might be ok
>>
>>379008769
But how would you know how much health/mp you had left?
>>
not only should all games have way points, but they should literally give you a line in front of your character, telling you where you should go. this was seen in skyrim with the clairvoyance spell. all games should have this automatically at all times. if we don't have it, how are we supposed to know where to go? skyrim was long enough of a game at 25hrs
https://m.youtube.com/watch?v=Umi1DaeqAI8
>>
>>379003632
What mods and enb are you using my man.
>>
>>379005321
I could see that working if you put your characters portrait in the big circle and lose the little circle, def needs a lot of touching up and polishing though
>>
>>379009156
physical differences that the character reflects, hrt in the arm: holds arm, slash on the forhead: bloods drips down

stuff like that

( I dont know if this would work for OPs game but this is what'd be ideal for me)
>>
>/v/ doesn't get what to do with this thread
YOU ARE SUPPOSED TO ADD WACKY USELESS SHIT ONTO THE SCREEN FOR FUN AND COMMENTARY ON THE PLIGHT OF MODERN GAMES -- NOT GIVING REAL,SERIOUS, BORING ANSWERS

FUCK OFF BACK TO YOUR RESPECTIVE WEBSITES
>>
>>379009715
Sorry that your super amazing thread wasn't the success you wanted it to be, OP.
>>
>>379009715
>>
>>379008769

This what everyone thinks they want when they imagine playing games while arguing on a forum but imagine playing Dark Souls and you can't see your health, stamina or any of the other information displayed in that game's HUD. Games have HUD's for a reason because they express information that can't be known through your virtual detachment to the avatar.
>>
>>379009715
>>>/r/4chan
>>
>>379009929
>using this unironically
*tips*
>>
>>379009929
but it's for commentary, coach. you used the image wrong
>>
>>379009571
worked for the original resident evil games, they had no HUD at all
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>>
>>379003632 after u sell me that as an assett on UEMarketplace
>>
>>379010394

The original RE's are slow, methodical puzzle games that were about resource management more than gaming reflex. That sort of HUD would not work in a real time action game that needed you to read information real time.
>>
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>>379003632

No health/mana bars, just this.
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>>379011027
Needing information in a action game, is a sign that you have a action game where there is no feedback.
>>
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5 days in MS paint
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>>379011096
noice
read it in his voice
>>
>>379011096
>WIZARD NEEDS FOOD BADLY
>>
>>379011162

What like Devil May Cry and God Hand? Can you actually name an important action game with no HUD?
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>>379011208

That seems like it would have readability problems and be intrusive to the action.
>>
I remember the Pepsi hud thread. Good times.
>>
>>379011336
In Godhand, if you had a better way of displaying health, you could remove that. Even the Roulette coins could be moved to a on screen element.
But what is of the UI that is truly important: Is the Godhand meter. Its the one thing that needs to be visible.

DMC is a game where you have player character feedback unless you look at the UI. Thats also a sign of UI failure.
>>
>>379011431
I never liked it up top because it makes no sense to look away from what you're fighting
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>>379003632
Sick webm brah
>>
>>379011580

According to this metric there is no action game that does not have "UI failure".
>>
>>379011336
>games
>important

El Shaddai was a character action game with no HUD, your character's armor damage showed how much health you had left.
>>
>>379005321
Make sure that there is a way to tell max HP and Stamina
>>
>>379011597
But up top is level with 80% of the enemies.
the remaining 20% it would be invisible below./
>>
>>379011720
Characters with wounded stance before critical? There is a lot of those. Because its a trend. Its also a thing, because Animation Blending has been standard engine tech for at the least a decade by now.


The main reason to have a UI, is that adding/blending animations for each new state is a lot of work. And there is more work behind it, to make sure its visibly distinct enough to tell them apart.
If you add particles to your weapon, it can be messy to read in motion. And it might be set up badly, so the ramp from "high to medium" is confusing to read. Or low and critical is hard to tell apart.

There is also on screen UI, such as Dead Space or El Shaddai.
And UI is replaced by sound design, even if thats rare, due being a hard area to do good work.
>>
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Here you go, this one is modern unlike all the other suggestions.
>>
>>379012134

This works for generalized information in games with generalized mechanics but not for precise information needed for precise actions. How would you communicate a stamina bar with this mechanic? Weapon durability? Do you think every game would benefit from such a generalist health system, or even be appropriate?
>>
>>379012498
>generalist health system,
Pretty cancer anon. Its often a poor abstraction.
>precise information needed for precise actions
Give me a game where this is needed, and happens. Closest i can think, is special moves that is monstrousness in manipulation of placement(i.e Rogues Portal Strike in Nuclear Throne) but those are the exceptions
>>
>>379012814
>Give me a game where this is needed, and happens.
Souls games, stamina management is a huge part of them.
>>
>>379012991
Is it really now? Since you have no feedback except you can't do anymore inputs, you need the UI.
But that doesn't mean you need the UI if its replaced.
>>
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Totally not Dark Souls inspired
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>>379013110
Yes, are you completely retarded? A split second where you don't realize you have run out of stamina could result in a completely unfair death.
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>>379012814

Basically any action game where attention to health, resources or special moves is essential to succeeding. Do you primarily only play "cinematic experiences" or something?
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OP you should just make her naked since everyone will just mod her that way anyway
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>>379013407
Do they really?
Health management is often just "stay over lethal range" or "stay over combo range"
Which again go back to the point: You need the UI elements because the game has no feedback without them.
>>
>>379013283
Looks straight out of a 80's CRPG
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>>379003632
No hud best hud
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>>379013309
I would start with learning literacy. Its a insult to not do that.
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>>379008754
>muh no quest makers meme xd
ebic
>>
>>379003914
Isn't it pretty much the same as the Ghostbusters game's HUD? Just on the backpack?
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>>379013731
You need to learn literacy. I'm saying that any kind of alternative visual indicator would be too slow and/or ambiguous to work. HUD bars are instant, simple, and get the job done.
>>
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>>379005321
Not great at design, but I prefer vertical bars myself.
>>
>>379013639

Yeesh play a hard game for once and then come back to me. You've clearly never even touched a game like Devil May Cry 3 or similar.
>>
>>379014003
>UI that is nowhere near screen movement is instant
>alternative visual indicator would be too slow and/or ambiguous
WTF are you smoking
>>
>>379013731

You mean 'an insult' you tryhard ponce?
>>
>>379014187
What is wrong with your field of vision?
>>
>>379014187

The whole point of a UI is to not intrude on screen action while communicating essential information quickly and easily. That's why meters are used because its the simplest and most straight foward form of information communication. Why do you think speedometers not use "alternative UIs"? The point of a game with bars is to trust that you have multitasking ability to juggle information in the side and in front of you
>>
>>379014057
This actually looks good with the symbol.
>>
We humans read information horizontally. What's the point of it being vertical other than to be different? Takes up the same amount of space either way.
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>>379014891

Meant for >>379014057
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>>379014712
Thanks. Though the OP hasn't specified what the game needs, it looks like it could be open world esque, so I figured in the middle instead of a circle it could act like a compass point.

>>379014891
Just a matter of preference for me I guess. I just think it looks nicer.
>>
What game is this OP?
>>
>>379014891
Exactly, arranging HUD elements vertically it takes up less horizontal space. Which make them less intrusive to the game view.
>>
>>379014891
Only in the cucked parts of the world, plenty of cultures have some verticality.
>>
>>379015315
Skyrim
>>
make sure the entire screen gets a red filter and obnoxious textures flood the corners of the screen the moment your health drops below 80%
>>
>>379014593
I think the problem is that you argue that a off screen UI is conveying critical information.
Its really not.
How would you argue away the contradiction?
>>
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>>379014146
>Royal Guard Style 3
>Hard
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Go's away when not in combat
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>>379016567
I like this best. Can someone who knows design make this look any better?
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>>379011504

This one?
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HUD help with mine?
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>>379018764
what kind of dumb bitch wears oreos on her tits
>>
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>>379003632
HEALTH IS HEARTS
MANA IS BRAINS
>>
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>>379016567
That + fancy changes into overlaying auras icons or some shit. Its pretty fancy.
>>
>>379003632
Immersive HUD is best HUD

Minimaps are for hacks, and health bars can be displayed by the character's physical condition

Mana I'm not sure about, but I'm sure you could come up with something
>>
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Am I helping?
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>>379020181
could tie it too stamina, a character out of mana could be exhausted and tire more easily and fizzle spells
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>>379006978
>>
>>379003632
Dead space hud but instead of a suit, it's a magic book or some shit
>>
>>379003914
super mario bros has a better health indicator
>>
>>379015916

You need to explain yourself first because you haven't proven your point.
>>
>>379021996
You first
>>
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>no one has posted this yet
as always disappointing me
>>
>>379022079

I already did, I listed multiple things HUDs display which are critical to gameplay. Your answer is that stuff "isn't really critical". Why?
>>
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>>379022406
?????
You have mentioned Souls(management or you can't perform actions)
Speedometers(needed to gauge speed without doing counting exercises and gauge terrain)

Repeating "communicating essential information quickly and easily" without elaborating on what a off screen UI element is going to do
Failed to discuss why enemy has their own health bars if you Z-target in games.
Failed to give examples
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>>379009563
>characters portrait
why the fuck would you want that on screen at all times?
>>
>>379005321
no gay symbols, just have the bars
>>
>>379023038
so you can see them doing ahegao when they get hit
>>
I would only have the concept of Skyrim's Health/Magic/Stamina bars, and have them appear on screen when in-use.
Maybe a small counter for arrows in your quiver.

And as always an option to turn the hud completely off in the options.
>>
>>379022974
>muh scifi hud in a magical/historical setting
FUCK YOU
>>
>>379022731

Health/stamina/resources/special movies/anything that has to be quantified

I said this already but I think you're being obtuse on purpose. Examples? I literally started with DMC3 and God Hand. It would be harder to list examples of games that don't have UI characteristics.

I don't know why enemy health bars is a specific thing that needs to be listed. Yes that is a feature of UIs? Do you need a formal statement paragraph or are you just being flippant? Here you go:

UI systems display precise information which couldn't be displayed as accurately through "alternative cues". Every other game is basically an example of this. But you have: action games, immersive sims such as the System Shock games, Stalker, etc etc.

I've listed countless things. You need to explain why games which use precise UIs "aren't really essential". It's your turn.
>>
>>379023260
>countless
>4 examples without elaboration
great standard
>>
>>379023252
nobody knows what the setting is, i'd say the FFXV Ui is fine for future or medieval, i could see it in Dark Souls
>>
>>379023252
also see "Deep Down" gameplay, the futuristic Ui works fine with medieval games, wouldnt even say futuristic just clean really
>>
>>379020181
mana could be conveyed with a fading aura, or some kind of glow somewhere on the character model
>>
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>>379011208
I like this one. Especially if the little bars would be rendered in perhaps pseudo 3D and moved around a bit.

Kinda reminds me of the Nier pod cooldown bar in that you don't really notice it unless you're looking at it. Since its rendered in the game world.
>>
>>379023367

We're veering into the territory of explaining what a video game is to you. Have you never played a video game with an UI? I'm granting the benefit of the doubt and assuming you're acting dumb on purpose. Let's stick with one example explained in detail to be more precise.

In Dark Souls, you are juggling information such as stamina, which is used in various quantities depending on weapon and attack type, and basically quantifies how many moves you have before needing to rest. In such a game, your usage of stamina can be the difference between life and death. You health bar also displays damage in varyingly specific quantities since you face many enemies that deal a variety of damage. This specific damage is not superficial as your health supplies heals a specific quantity of life back which is something that has to be considered when progressing. Do you waste maximum healing quantity for the security of more health or try to maximize heals. There is generally a lot of strategy in games built around health but that is general example. Your UI also displays currently equipped spell and item so that you know what will happen before you cast a spell or use an item and so you can know what spell or item you switched before you change them, since that is not immediately visual like your sword or shield, which is not displayed in front of you, so it is also convenient to have something display that so that when in real time you have that display of weapon.

Nearly any semi-complex game with a UI system can have a wealth of strategy built around the information displayed in its UI. In what ways are these displays 'unimportant' or 'needless'? What video games have you played? Because we're approaching a conversation on the level of "what good is a second stick".
>>
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>>379023953
same, like some 3rd person shooters have the gun info floating around their character like this image, but obviously more styled towards the game you're making
>>
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>>379007638
accurate
>>
>>379024253
>Write 3 paragraph post
>Spend it projecting as shit bait
Try harder kiddo
>>
>>379016567
Sir Snippington, I presume
>>
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>>379024652

I thought you actually wanted to talk this but I guess you really want to score that epic troll. Add another mark to your scoreboard I guess.
>>
>>379010051
If you have to pay dark souls without a HUD, that just means you have to be more measured and conservative in your play style. You WILL die more often. And you will definitely rely more on learning from your death, as you will have to reckon how much damage enemies do, rather than knowing objectively. Actually enhances the death mechanic...if you relish the challenge.

Of course there HAS to be some kind of mechanic for figuring out what current stats are; maybe you can check a stat screen when you are not in combat? If your game is first person you can rely on something on the characters own body, such as a tattoo or some such. Dead Space shows us how the characters body can display health in real time. Figure it out f a m, you're not retarded.
>>
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>>379025017
noice
>>
>>379003914
Nope. Alan Wake did it even better (it's not the default, though - You have to turn off HUD in the menu).
>>
>>379025025
OR, you could just have a HUD
>>
>>379009929
:thinking: so now that we've pretended to be intelligent for so long, we've been joined by actual content producers who want to provide good content? Really activates my almonds.
>>
>>379025025

Do you want Dark Souls in first person? Explain how things like stamina which are abstractions that cannot be known through a screen would succeed in such a game. Is the HUD even a "problem" to be solved at all?
>>
>>379007638
Needs more cock meters.

Just so the player doesn't forget.
>>
>>379025159

What do you want a thesis? Fuck off shitposter, go play a game made in the last 20 years.
>>
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>>379018764
>>
>>379003712
>>379003632
no hud is best hud.
>>
>>379024456
sauce?
>>
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Someone make this w/o the cancer of MS paint
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Give me your opinions, I think it can't be improved further
>>
make the swords magic and display the health with glowing ruins along the sword. all the ruins glowing = full health. Do 5-10 ruins on the swords. Its hudless which is nice, but you can still see your health
>>
>>379003632
I want a fantasy game with no HUD. At all. No health bar, no mini-map, no quest log. You want to remember something, you fucking remember it or write it down. You want a map, you draw your fucking map until you steal one halfway through the game (and it's unfinished and you have to mark it up for quest locations and whatnot). The best you get for health is your vision dimming. You wanna know the cooldown on your spell? Use it, then start counting.

Modern games hold your hand too fucking much. Everyone is looking for the most efficient way to hack and min/max the game's systems. I say make it as difficult as possible to do so. Hide everything. Give the player control of their avatar and nothing else.
>>
>>379026738
You mean real-fucking life?
>>
>>379026557
Needs a fingerless glove meter
>>
>>379026738
too hard for people, no one would buy it
>>
>>379026842
With a reload from save function and scarcity-free weapon availability, yes.
>>
>>379026557
Turn arrow into witcher sense cloud guide.
>>
>>379026738
modern games do hold your hand too much yes, but there is a need once in a while due to a game not being realistic
>>
>>379026557
this is so unintuitive
how are we supposed to know where the secret cave is?
>>
>>379026557
how do i know who i am without my name somewhere
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>>379003632
do not steal
>>
>>379003632
is this from The Witcher
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>>379003632
job's done
>>
>>379015207
looks like an ok symbol
>>
>>379029206
I havent played Skyward Sword yet, but is there anyway to disable that awful overlay?
>>
>>379003632
>>379005321
Make sure the option to take off the HUD exists, please. You could have the most beautifully designed HUD in the world and I would want to take it off because no HUD is just more immersive.

Also, no screen jelly. AT ALL. EVER.
>>
File: eehh.jpg (37KB, 204x208px) Image search: [Google]
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>tfw playing Bloodborne without a HUD
>>
So hows that game coming along /v/?
>>
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981KB, 2048x1152px
>>
>>379029673
The health should be at the hand or chest. Can only be seen when checking your hand. To see more about your conditions you have to remove your clothes to see or have to go to a menu.

When using a map, It can only be viewed like a item. There is no mini map besides the compass. You can see the map on the top right but only a brief period. It will disappear over time. So make sure you are good at remembering where things are since it is your job to make a map or buy them from stores,
>>
>>379029320
youre a meme
>>
>>379026557
Honest to god, this is how assassin creed games are made.
>>
>>379008754
like the other anon said, scale that shit down and I'd like this one. don't know how I feel about only hiding the note slightly. I feel like you should be able to fully hide that
>>
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>>379003632
>>
>>379026738
Thank fucking christ you don't make video games.
>>
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>mfw this thread
>>
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>>379029329
Yes, and you can remove more than that.
>>
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>>379031139
>no semen meter
>>
>>379025280
Just... Look, I was thinking fifty - fifty that it would be an extra challenge, in third - person perspective games that need tight resource monitoring, and that it's really not necessary in a majority of first - person games and some third - person games that put two ounces of effort into more immersive cues. Visual, auditory, what have you. You really don't need a bar if you can do the "refill estus" thing to get your health back.

It very much depends on the game though, there are a lot of times where you do indeed need to keep closer track of stats.
>>
>>379003712
When I got a PC the first thing I did when modding games was minimal/no HUD
>>
>>379003632
lmao why is that sword so tiny
Thread posts: 181
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