draw cool game HUDS
>Has one shell left in his double-barrel shotgun
>Fires both barrels
NO HUD IS BEST HUD
>>384335847
awesome
>>384334308
>skyrim quest marker
nice touch
>>384336327
spent more time on that than the rest of the picture
Here's some inspiration for y'all
>>384336621
it's glorious. game?
It's a virtual reality minigame in Watch Dogs.
>>384336841
>watch dogs
>glorious
Watch out for the shit taste on /v/. It'll get ya.
>>384335718
What if he has 20 pairs, of which he has one left?
>>384336621
I don't like watch dongs very much but this minigame was kickass
>>384337001
in a thread about poorly drawn, intrusive and pointless HUDs, calling a game/game's HUD glorious is hardly a compliment
>>384335973
Having no HUD will result in a game being looked-down upon as unsophisticated by critics and players! We need more bullshit ahazhahahahahAHAHAH
>>384338727
this is awesome. thank you. reminds me of persona 5's edgetastic UI
There
It's a minimal UI stealth game that's hard as balls
>>384337001
Jesus fucking christ, they can't be serious. The HUD elements easily take up half the screen.
>>384340362
i would play that desu
what's the face? detection? or health like doomguy
>>384335847
good shit, 5 I'm guessing?
>>384342085
yes
Always wanted this
>>384340810
Doomguy.
It would also depict current amount of shade and mood. Getting a series of clean kills would put you into a steely determined mood while taking enough damage would leave you shaken.
I've been faffing about with this idea for months now. I could list all the gameplay caveats out if someone really cares.
Anyone who gets it right will get a free trap.
>>384343218
mechwarrior, duh. where's my fucking trap?
>>384343531
fuck you
>>384343609
>>384335718
Ammo count was depleted after they shot. They only had 3 shells since you pick-up a random amount of ammo on each pick-up.
>>384334308
you forgot to draw the badass progress bar
>>384343802
>>384343795
>>384337079
>>384335718
when i drew this, this was exactly the kind of conversation i thought would happen. i'm so happy it came true.it was a mistake. i drew the ammo count first, then later on the hit markers, and realised i had to have shot for a hitmarker to show. then i forgot about the ammo count and drew a generic muzzle flash. my bad
I'm lazy but it's still probably recognisable
another one
>>384342772
go nuts
are you working on it?
easy one
here is the best hud aka my quake live hud aka some hud i stole off some guy
>>384346083
I've got it!
It's Kingdom Hearts, right?
>>384345178
rimworld
oc
>>384334308
>Collect Nazi scalps
>>384342693
ziggurat is your game
>>384347137
find me a game where you play as the nazis and i'll enjoy it senpai
>>384348376
The world is an illusion, exile.
>>384345708
Naw. This is the first time I've even put any sort of effort towards the idea.
Feature 1 - Sound Bar:
The current amount of sound being made at your exact position is displayed as a wavelength.
The height of the wavelength shows loudness, but there are also different types of sound. Green is inconspicuous sound.
Yellow is unusual but not alarming sound, such as a can falling. Red is outright alarming sound such as gasping or gunfire.
The wavelength is purple when there is enough white noise (such as industrial fans) around you to drown out quieter sounds.
Feature 2 - Portrait:
Your character's portrait conveys a lot of information. It will darken with the amount of shade you are in.
It will also become more bloodied the closer you are to death. As a general rule, obstacles are very dangerous and you do not have a lot of health.
You don't have an exact healthbar shown, with only your portrait and screen effects to tip you off, but you will regenerate health to just barely above critical when staying still.
Lastly, your character will have one of three moods: Normal mood has no effect.
Determined mood makes you move faster, slide farther, do more damage, perform executions faster, and do pretty much everything quieter.
Determined mood is achieved by performing several clean and quiet kills in quick succession, or after set pieces in the game where you best powerful enemies/obstacles.
Shaken mood makes you a bit louder when doing everything. You're shaken when you take too much damage too quickly, or encounter rare set pieces that horrify the character.
You have to wait a bit or heal yourself to get out of the shaken mood, but if you're at just above critical health you won't recover until you find a healing item.
It goes on.
>>384348678
Feature 3 - Executions and Sleeper Holds:
Simply hold down attack with a sharp melee weapon in hand to perform a silent(ish) execution on an unaware enemy.
You can perform this on an enemy who was about to notice you but they will probably make noise and it will probably fail, especially if you rushed up to them or aren't perfectly behind them.
With open hands you can instead grapple them from behind, entering a mini-game to knock them unconscious.
The camera will jerk slightly and repeatedly to various directions as the victim struggles, and you have to pan your view back with the mouse.
Stronger or more alert enemies will jerk faster and more erratically.
Aferwards, you will have an alive or dead body which you can haul around,
Feature 4 - Enemy Technology, Alarm Levels, and Going Loud:
Killing high-tech enemies will always summon an investigation crew, resulting in a heightened alarm level if they are not found, or a full red alert if the body is found.
High-tech enemies also have "beepers" on them which they are obligated to use every 30 minutes to confirm that they are conscious. An investigation crew will eventually be sent in if a beeper goes unused, but you can press them yourself.
Alarm levels effectively raise the minimum alert levels of enemies level-wide, causing guards to notice quieter sounds and investigate sounds they would normally ignore.
Even if there isn't an alarm system in the level, guards can warn other guards, raising how alert they are.
Gunfire will almost always set off a red alert shortly after.
Causing a false alarm will get a guard reprimanded and removed from the level. Overusing this strategy will cause an easter egg which will probably fuck you over.
>>384348376
why would you bother carrying health potions if you're rolling that build?
>>384348826
Feature 5 - Inventory
Inventory is checked in real time by raising up a bag that fills the screen. Items are displayed visually and selected with the mouse.
If this bag has too much small stuff in it, you will begin to clink when you walk, far too much and you'll make quiet noise when you sneak as well.
Feature 6 - Fireflies
Early on you get the power to control fireflies, collecting them like ammo. They don't take up your inventory.
You can toggle them on and off, and just hovering them around your hand will act as a lantern.
You can send them to certain spots to light up the area, or even steal light from small fires/electronics.
Feature 7 - Abilities and Armor
The game will have a definite Metroid influence, where upgrades that passively upgrade or add abilities to your character must be found.
Some will be readily apparent and perhaps mandatory, while others will be hidden.
You will start out with prison clothes, which suck and make you more visible. Then you get your personal effects which add a small amount of damage resistance.
Later on you might find the full armor which reduces speed and stealth but is good if you want to go rambo for the endgame,
or you can find the super secret slipsuit which makes you stealthier, faster, and improves your slide move.
Generally speaking, the game becomes more Bioshock-esque as you find the rarer items and upgrades,
allowing you to just straight up fight obstacles instead of figuring out puzzles and patterns while you sneak around them
Feature 8 - Movement
Classic stealth FPS options such as crouching, sprinting, sliding (crouching afer sprinting), tilting to look past corners, mounting ledges, etc.
More movement options may be unlocked by pickups!
>>384349075
Feature 9 - Aesthetic
The game is intentionally low-poly with low-resolution textures, giving it a Nintendo 64 look, complete with somewhat open, platformer-esque level design and mascot-platformer-era character design.
The first person perspective, however, would also make the gameplay harken back to the BUILD engine.
The setting would be mix of dark, swampy and magical (think Rayman 2), mixed with both black powder technology and seemingly anachronistic sci-fi technology. Some levels are swamp rustic while others are clearly alien.