Grim Misadventure #39: A New U...I

Wow, new HUD is simply amazing!

If anyone remembers, it was Mihalis who suggested a more simple HUD display in the Grim Misadventure #15 update thread, on page 3.

Here is the link to Mihalis’ concept HUD. (scroll down until you see it.)
http://www.grimdawn.com/forums/showthread.php?t=6032&page=3

(So, I’m not sure if CE took his device or what. I did like Mihalis’ suggestion at the time. But anyway, it doesn’t matter now.)

Like I have said, the new HUD is amazing!

Haha, and I was just thinking a few days ago how UI could use some work :slight_smile:

Yeah, new UI is way better. Old one was quite big and not really ergonomic, while this one seems to be perfect in its simplicity :slight_smile:

hype for Act 2!!

:D:p:rolleyes::p:D

A nova atualização na interface do jogo ficou muito boa. A nova UI apresentou um detalhe de profundidade nas barra de vida e energia, as quatro travas que seguram cada uma das barras, porem os detalhas das extremidades da UI continuaram os menos tanto na esquerda quanto na direita e esses detalhes contrastam com as novas barras de vida e energia, pois não apresentam um aspecto de profundidade e ainda continuam levemente “chapadas”. O trabalho de aperfeiçoamento do jogo continua ótimo, cada atualização apresenta pequenos detalhas que são fundamentais para o jogo.

Translation from Google:
“The new update in the game interface was very good. The new UI presented in detail depth of life and energy bar, the four latches which hold each of the bars, but the ends of Details of the UI continued least both the left and the right and these details contrast with the new bars life and energy, because it does not present an appearance of depth and are still slightly “stoned”. The work of improving the great game continues, each update has small details that are fundamental to the game.”

PS: “chapado” (“stoned”) means no depth!

Foram feitas mudanças no mapa do mundo?

The game itself is incredible, but little things such as the UI and aesthetics of that make a big impact too! Can’t wait for more updates!

Is that a new blue item I spy?

And is it looking back at me?

If you mean that flesh tome, it’s already in the game. I just got it on my pyromancer yesterday which works perfect for him. Adds like +50% chaos and +50% fire damage along with some other things.

Would it improve symmetry further if the experience bar moved to somehow be around the level indicator in a circular fashion?

I like the cleaner design.

The health and energy bars have a varying diameter; does that mean they will be non linear indicators?

Nice…but animated avatar face disappeared from UI? As it is sad if yes.:eek:

The UI is absolutely stunning - can’t wait for this game to be finished
:slight_smile:

Did you remove the character head component or is it back in the top left? It provides a quick way to cast targeted buffs on self, when trying to target your character on screen pets can get in the way.

The UI looks better, more vivid and crisp now, and I like the new test-tube like health/mana bars.

Alternatively, I would like to see how this HUD would look like with some grunge metal pattern instead of wood; with something like this, this or this.
The current wood texture is not bad, but I’m curious for something more in grayscale tone there.

Anyway, I like the way it’s progressing. Terrific job overall!

So, is this next Build then regarded as the Beta?

Maybe. Not sure it really matters though as everyone who has early access (alpha, beta, KS, Steam) has it.

I saw someone else ask this as well, but no answer… I’m wondering which way the bars drain. I’m hoping that they start from the edge of the screen and drain inwards towards the center where the bar gets fatter. It will be easier to see with peripheral vision if the bars drain towards the center and wind up in the fat portion right in the centre of the screen.

No, as there is no 3rd act, no MP and no 5th class…