In my opinion, even with HUD customization the default HUD should still be a good HUD that can apply to a majority of the player base (just like how “normal difficulty” should appeal to most players).
Not what I meant. The image was funny though.
That would be considered part of the game’s general aesthetic and feel. If anything, people making HUDs should take that into consideration (although there’s also already posts that have suggested changes to it, too).
Very much relevant, although I didn’t specifically mention it in the post you’re replying to. A lot of people are just slapping things together without actually considering U4 (with its animated ammo counter, potential vitamin system, potential fatigue system, etc.).
EDIT: Ofc., it’s also means assuming what features will and will (fatigue/vitamins) not be in the game, which is why it wasn’t worth mentioning. (end edit)
To clarify, here’s what I meant:
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Most concepts look like they didn’t actually consider the game they’d be implemented for.
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Most concepts look jarringly out of place. Part of this is because they’re just a concept, but it doesn’t put up much of a convincing argument when it wasn’t designed to fit.
For example, OP’s concept looks like it was designed for the background he put it on, not Unturned II. It’s harder to critique it based on the actual layout and design of the HUD because of this.
Then there’s Eduardo Dev’s HUD concept, which I can easily evaluate based on more relevant merits and downfalls.