As promised in our latest CryMod update, we have released a working version of the HUD's main panel. You can have a look at it here. Most of the buttons and animations are finished but there is stuff that still needs doing.
We though it would be a good idea to go over some of changes that were made to the main panel of the HUD in greater detail. So, today I'll do just that.
So, this is what the HUD looked like in the original game:
And this is what it looks like now:
As you can see we moved the Inventory and Menu buttons over to the right side to free up some real estate for the Food and Water gauges. The main reason behind that decision was balance. We had a few other ideas about where to place the gauges but none of them really worked visually. This design was the only one that stuck, I think we managed to stay true to the overall look and feel of the original HUD and kept the visual balance between the two sides of the panel.
The interface buttons that open various panes stayed pretty much the same with the exception of the CHA button (it used to open the Character Management screen) that got a face lift so to speak.
Now the Use Item button that used to take almost a third of the HUD's width got slashed in two to allow us to show dual wield items in a more user friendly way. Although dual wield wasn't implemented in the original game we thought it was something we just had to do in this mod. It's one of a few combat and inventory innovations that we plan to introduce in this mod. But I'll talk about that in greater detail some other time.
There rest of HUD's features stayed pretty much in tact. There are other changes that we plan to make to the this panel but they are not concrete yet so there is no point in discussing them.
There is one more thing that deserves attention. I'm sure you already noticed that the new version of the panel is floating, unlike the one from the original game, which was always docked to.the bottom of the screen.
We went for this design mainly because we wanted the HUD to look consistent over a wide variety of resolutions and that also saved us the trouble of dealing with varying aspect ratios. It doesn't look great at the moment but we got a few ideas on how to make this design work all the way.
That's pretty much all I wanted to say about our latest creation. Next time I'll go over some game play changes and innovations that we are planing to introduce in this mod.
I hope you guys liked our update, we will sure try keep the good stuff coming.
That's all for today folks.